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Marcos the Mad Elf's avatar

You are making yourself responsible for the outcome of this encounter in a way that you wouldn't be if you rolled on a random table or filled out the world and left it to player choice.

Consider: you build an encounter for the ogre. They will face it no matter what. You've miscalculated the party's strength - for whatever reason (maybe someone doesn't show, maybe someone leaves mid-session, maybe they're hurt from another encounter, etc.) - and the ogre kills some or all of them.

This is because of a choice that you made that the players had no way of avoiding. They can say, "The DM killed us" because it's true. You chose to put that ogre there, no one else.

If you had rolled on a wandering monster table, it would have been the game that killed them.

If you had placed the ogre there before hand and the players chose to travel that way, it would have been the world that killed them.

Beoric's avatar

Do your players never double back?

Also, what was the point of giving the players a zero information choice? In a well designed dungeon, you don't necessarily need to telegraph every intersection because it is a small space, and learning its geography of the place is part of the point; that is, information about the dungeon is received as a result of choosing a path and taking it. The path itself provides information to the players.

But with overland travel, unless you are doing a hexcrawl or a dungeon-like pointcrawl, un-telegraphed choices don't tell the players anything. So what do you think your players are getting out of having that choice? If they have no information, they have no agency. The choice isn't meaningful, and the players assume no responsibility for encountering the ogre because their decision was entirely random. It did not happen as a result of a *meaningful* choice, and subconsciously they probably know it. I've been in games like that, and I definitely knew it. At some point you're like, "Whatever man, I go right," because you know you have no control over the situation.

So IMO you have a problem before you even get to the ogre. From the players' point of view, there was never anything they could have done to avoid the encounter, because there was no information they could have used to choose any differently, it was just a coin toss.

And sure, you can recycle unused material, reskinned or not, but the choices leading the players to the encounter also need to be telegraphed in some way. The recycling is not the problem. The lack of player agency is the problem. Fundamentally, the problem with the quantum ogre isn't so with moving encounters around, as it is with not providing players with what they need to have a semblance of control over their characters' destiny.

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