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Cake day: March 18th, 2024

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  • It’s not about the ogre, it’s about whether choices have an impact on the story.

    This is exactly my point is that by relying on it constantly there is no actual real choice and its just lying about railroading the players. If I have the choice about going to clear out the undead in the forbidden temple or clear out the bandits on the outskirts of town and behind the scenes its the same dungeon map I will never know nor will I care. But if I go to kill the undead at the forbidden temple and end up at the bandit camp why make this choice? I love being able to re-use material like this, (In fact I had a dungeon that was an extra-dimensional space where the players got to choose between monsters and demons which used the same map). Same thing if a group of assassins is coming to attack the party and they are deciding between going shopping or the spa. The assassins will find them either way at whatever place they are doing. This is a great use. But if I heard rumor about these assassins and attempt to hide from them but no matter what I do they will always find me that is removing choice.

    I think its more of an advanced technique that given as some beginner friendly advice. Its easy to use it all the time to reduce agency instead of using it sparingly.


  • If you are dungeon mastering I would recommend avoiding the Quantum Ogre as much as possible. The idea here is to use the same encounter depending on whatever decision the party chooses. This is tempting because this reduces prep work and can reuse information. However, if the decision doesn’t have any consequence why make the players make this decision? TTRPG are about collaborative story telling so decisions so matter and if they don’t why am I even playing. If you want to reduce your prep maybe have the same monsters but at least change the terrain or starting criteria.

    If there is decision lead clues about what might be different between the options if it is important decision. These clues might not be obvious but that is what skills checks are for. Make decisions worthwhile so players feel engaged