Lots of shit going on / Sandboxes

My plan was to retrace my steps for perhaps two minutes, stop and cut a 10' pole, then cut through the woods and make a wide circle around the encounter area, missing it completely. Rogue takes point and probes with pole for pits and tripwires, Ranger next keeps an eye on the trees for signs of bend sapling "springs", ropes, nets and suspended logs. We would avoid animal trails where possible (the answers to the questions about the character of the woods would have determined the exact strategy employed). Once we circled the encounter area we would have checked both roads if possible (our path would have taken us to the north one first to see it either had more traffic, with hopes of following it to the camp.

We would then have travelled in the woods, parallel to the road but 30 yards out, using the same trap detecting strategies mentioned above, but going back to the road once in a while to make sure we still had the trail. Assuming we eventually found the camp, if we had bypassed the marauders we would lay an ambush for them. If the marauders were already there, we would stake out the camp, determine guard routines, and wait for dark to attack.

If we failed to find anything along one road, we would double back and find the other. If all else failed, we would go back to the original fork, reassessed and picked a road them - probably the east trial since they appeared to have put work into trapping it. 10' poles and checking the trees would have continued to be the tactic as we went along the path.

I admire the tactical ingenuity of the plan, though as a DM, I would cringe at how my players turned a simple branching chase sequence into a four-hour ordeal.
 
If you publish a product, then you most likely will never see it used. That means the motivation is possibly very different than creating content for your own table. What is that alternative motive then?

Because it's fun.
 
I admire the tactical ingenuity of the plan, though as a DM, I would cringe at how my players turned a simple branching chase sequence into a four-hour ordeal.
It's four hours for the PCs, but nowhere near that long for the players.

I also assume that not all of that would have worked, since various obstacles would have required adjustments to the plan. But the real question is, would I have had any encounters following that plan, and would they be identifiable as a QO?
 
It's four hours for the PCs, but nowhere near that long for the players.

I also assume that not all of that would have worked, since various obstacles would have required adjustments to the plan. But the real question is, would I have had any encounters following that plan, and would they be identifiable as a QO?

As the player,
If you have to ask, then you don't know.
If you don't know, then it makes no difference.

But to "unmask" the rhetoric, for curiosity sake: you would have encountered the gorilla (chance to surprise it), the pit trap (discovered easily enough), and all the footprints. I'd also have thrown in a wandering monster purely for how long the process would have taken and how much area was being combed, so you fight... *rolls die*... a giant anaconda (treasure: he swallowed a marauder carrying a satchel of dragon scales, a key, and some uncut gemstones). Also, pass a saving throw or wander into a swinging log trap I just decided to add. Meanwhile, the marauder group easily escapes pursuit - if you pursue their trail through the woods you eventually track them back out, losing them somewhere on the outskirts of the next hamlet. The trail is too cold and you have no idea where their hideout is.

The marauder leader, the one who called a retreat back to home base, is still a viable Quantum Ogre at my disposal. The party has no idea what he looks like, just that the last pillaged village described him as a towering demon-man, so he could take on whatever appearance I want. If I want him to communicate something in person, then he shows up as an interactive NPC (interrogated, changes sides, begs for life, dying words, etc.). If I want him to pass an item along to the party (key, password, magic item, will & testament, macguffin, etc.), then he can show up dead along their path, like so many others before him. If I want him to offer an interesting situation, or pose a threatening obstacle, or pull a total red herring mindfuck twist... he's tucked up my sleeve. The player's choices can limit the fields in which he can materialize, and perhaps even serve to delay or bypass an encounter with my QO, but ultimately I decide when he's out of play, not the players.

It's not like the players can't benefit too though - until a quantum ogre materializes, it is essentially formless, and therefore adaptable. Sometimes player choices can radically alter the plans that the DM had for the QO, not by throwing a wrench into them, but rather because it can give the DM time to craft a better Ogre, to dive in when it's most appropriate and tailor itself to the latest player activity.
 
As the player,
If you have to ask, then you don't know.
If you don't know, then it makes no difference.

But to "unmask" the rhetoric, for curiosity sake: you would have encountered the gorilla (chance to surprise it), the pit trap (discovered easily enough), and all the footprints. I'd also have thrown in a wandering monster purely for how long the process would have taken and how much area was being combed, so you fight... *rolls die*... a giant anaconda (treasure: he swallowed a marauder carrying a satchel of dragon scales, a key, and some uncut gemstones). Also, pass a saving throw or wander into a swinging log trap I just decided to add. Meanwhile, the marauder group easily escapes pursuit - if you pursue their trail through the woods you eventually track them back out, losing them somewhere on the outskirts of the next hamlet. The trail is too cold and you have no idea where their hideout is.

The marauder leader, the one who called a retreat back to home base, is still a viable Quantum Ogre at my disposal. The party has no idea what he looks like, just that the last pillaged village described him as a towering demon-man, so he could take on whatever appearance I want. If I want him to communicate something in person, then he shows up as an interactive NPC (interrogated, changes sides, begs for life, dying words, etc.). If I want him to pass an item along to the party (key, password, magic item, will & testament, macguffin, etc.), then he can show up dead along their path, like so many others before him. If I want him to offer an interesting situation, or pose a threatening obstacle, or pull a total red herring mindfuck twist... he's tucked up my sleeve. The player's choices can limit the fields in which he can materialize, and perhaps even serve to delay or bypass an encounter with my QO, but ultimately I decide when he's out of play, not the players.

It's not like the players can't benefit too though - until a quantum ogre materializes, it is essentially formless, and therefore adaptable. Sometimes player choices can radically alter the plans that the DM had for the QO, not by throwing a wrench into them, but rather because it can give the DM time to craft a better Ogre, to dive in when it's most appropriate and tailor itself to the latest player activity.
Yeah, that would really annoy me, and I am positive I would catch on before long. Given that I was going through the forest, the gorilla would have been fine. But with the precautions I was taking, if I ran into a pit just randomly placed in the wilderness, not even on any animal track, I would be calling BS (and have done just that in similar circumstances). It would particularly bother me given (a) I suspected a pit exactly where you ended up saying there was one, so it was no longer really "quantum"; and (b) I took serious precautions to avoid and detect traps, including walking only where it made no sense to place a trap and using a 10' pole. That is some serious nerfing of my actions, which I would have suspected you of doing.

Ditto for the leader, unless I encountered the leader or the traps on the road or in the marauders' camp. I would expect there to be traps at the camp, and if the leader was at the camp he isn't exactly "quantum", he just beat us there, which is a natural consequence of how I responded to the initial encounter.
 
... a giant anaconda (treasure: he swallowed a marauder carrying a satchel of dragon scales, a key, and some uncut gemstones).

Here's a quote from Jason Cone's free suppliment for OD&D
Philotomy's Musing said:
I mentioned wandering monsters, earlier, in passing. In an old-school dungeon, the purpose of wandering monsters is to provide a challenge that helps encourage good play. Wandering monsters present a danger that drains resources (e.g. hit points, spells, magic items) from a party for very little or no reward (i.e. treasure). Since monsters are not worth much XP, compared to treasure, wandering monsters are something to be avoided. Smart players will try to avoid, evade, distract, or otherwise bypass wandering monsters. They don't want to spend their resources on wandering monsters, but rather on areas and encounters that will provide a larger reward. They will try to stay focused and avoid wasting time in the dungeon, since wandering monsters encountered are a function of time.
Take away is that Wandering Monsters are quasi-punative for wasting time, so no-treasure is the norm.

Just a thought.
 
But with the precautions I was taking, if I ran into a pit just randomly placed in the wilderness, not even on any animal track, I would be calling BS (and have done just that in similar circumstances). It would particularly bother me given (a) I suspected a pit exactly where you ended up saying there was one, so it was no longer really "quantum"; and (b) I took serious precautions to avoid and detect traps, including walking only where it made no sense to place a trap and using a 10' pole. That is some serious nerfing of my actions, which I would have suspected you of doing.

The trap was always going to be there; it was set as soon as I said "the marauders are fond of setting traps". Your nitpicking, methodical approach found the pit - congrats, you prevented an accidental fall-in. But you seem to be thinking that your characters automatically knew there was a pit there... they didn't! All you knew was that the group you were chasing uses traps, but perhaps there wasn't enough time for them to set one, or they didn't consider it in their haste, or any other excuse that would be entirely reasonable in a real-life situation. But you fanned out and picked through an entire jungle just because they might use a trap, so the outcome changed accordingly - it wasn't agency robbing (especially since you would be seeing NONE of what I am writing out), if anything it was agency in play.

But with the precautions I was taking, if I ran into a pit just randomly placed in the wilderness, not even on any animal track, I would be calling BS

The pit was on a trail - in squeens example, he was following that very trail when his ranger fell in.

Take away is that Wandering Monsters are quasi-punative for wasting time, so no-treasure is the norm.

First, this should be prefaced by the fact that this guy was talking about dungeons, yet we are in wilderness. Arguments how they share a similar adventure structure aside, they are different styles of adventure. But that's not enough to dismiss the statement outright, so onward!

Wandering Monsters as a concept of one specific style of play are punitive, sure. But that's not a universal axiom. Your example is how one guy runs one part of his game, and his rationale for doing so. I understand his reasoning and sometimes adopt it myself when I run a random encounter, but not always. In Beoric's case, I included a treasure because he had essentially 4 encounters as a result of his slower approach (the pit, the log, the gorilla, and the anaconda), which is enough of a resource tax to deal with on its own.

What you failed to appreciate was that I included that treasure there because it was a convenient way for me to give Beoric a key - a sort of Quantum Ogre in itself (What does it unlock? Will it be useful in finding the marauders? I'll decide that if and when I need to! For now, it follows the group in a pocket, which puts it exactly where I'd need it to be). The treasure was there precisely because I had decided at that point that the marauder group would make an escape while Beoric combs under every fern and ficus for tripwires - I needed some other hook I could use to move the narrative along, so I went with that key in a moment of improvisation. This is also what I mean when I say that a QO is formless and thus adaptable - in this case, it changed forms from a marauder leader into a key, though either form could assist Beoric in tracking down the marauder hideout.
 
The pit was on a trail - in squeens example, he was following that very trail when his ranger fell in.
My ranger is such a dumb-ass! I have been meaning to fire him for some time and get someone who actual knows woodcraft.

I mean, yeesh! A Pit Trap on a Jungle Path. How blind are you Ranger Rick? (1st levelers! Worthless!)
 
But that's not enough to dismiss the statement outright, so onward!
Consider: There is a Zen Koan that says,

"When the student is ready, the Master speaks."

that I think applies here.

I share these things I've dug up with y'all as food-for-thought. We all (self definitely included) have room for improvement as DMs. It's not intended to be adversarial, or argument fodder (mostly! :)). There are these little Pearls of Wisdom scattered all over cyberspace---left by other DMs that have bother to write down lessons learned over the decades. Like the Quantum Ogre, they are solely Cautionary Tales---not absolutes. Absorb them. Turn them over in your mind. Allow something external to penetrate your +5 Plate Mail of Invulnerability.

To me, that's the true spirit of these forums --- getting better at Adventure Design (and Execution).

'Nuff Said.
 
Quantum Ogre is basically just improvising, but taking a piece of content and deciding ad hoc to use it elsewhere.

Let's use the potion example.

The players open a chest inside a dungeon room, and they find treasure inside. You actually didn't think they'd get here this session, so you never actually figured out what was going to be in the treasure chest. So what do you do? You look at your notes and see that you had some treasure planned for deeper in the dungeon. You decide to put that treasure in this chest right now. The party gets the treasure, there was no difference on the player side between it being planned all along VS improvised on the spot.

In this case, the treasure was the Quantum Ogre.

Is that bad? Did it even make a difference?

I've read the discussion and it feels like there's some "talking past each other" going on here because a Quantum Ogre doesn't necessarily take away agency. It's just a form of improvisation.

If you think about it, random encounters are Quantum Ogres. You have no idea when they're going to happen, they just happen when it's the right time.
 
Quantum Ogre is basically just improvising, but taking a piece of content and deciding ad hoc to use it elsewhere.

Let's use the potion example.

The players open a chest inside a dungeon room, and they find treasure inside. You actually didn't think they'd get here this session, so you never actually figured out what was going to be in the treasure chest. So what do you do? You look at your notes and see that you had some treasure planned for deeper in the dungeon. You decide to put that treasure in this chest right now. The party gets the treasure, there was no difference on the player side between it being planned all along VS improvised on the spot.

In this case, the treasure was the Quantum Ogre.

Is that bad? Did it even make a difference?

I've read the discussion and it feels like there's some "talking past each other" going on here because a Quantum Ogre doesn't necessarily take away agency. It's just a form of improvisation.

If you think about it, random encounters are Quantum Ogres. You have no idea when they're going to happen, they just happen when it's the right time.
"Quantum Ogre" is a defined term which was coined by Courtney Campbell. It refers specifically to a game element that occurs regardless of the players' choices. It is not "quantum" in the sense that it's existence is not known, because the DM has predetermined that it does exist. It is "quantum" in the sense that it's location is not known, because in the classic example it moves to wherever the party goes. It is perhaps poorly named, and might better have been called the "Inevitable Ogre".

The classic example is where the party has a choice between two paths, but regardless of the path chosen, the DM puts the same encounter in front of them. It is defined by the fact that the party faces the same outcome regardless of its choice; if agency is not affected, then it is not a Quantum Ogre. If agency is affected, then it is a Quantum Ogre, regardless of whether the players know that their agency has been affected.

It is not improvised content, because improvised content is by definition not predetermined. It is not even the repurposing of unused content, if the content is not used in a manner to negate the original decision of the players. "I don't have treasure prepped so I will reuse a treasure parcel from another scenario" is different from "no matter what, the party will receive this treasure".

It is not random encounters. Random encounters are the opposite of Quantum Ogres, because they result directly from player choices regarding how they use their time or how much commotion they make. Random encounters result from player choices, they do not negate player choices. Moreover, they are not predetermined because they occur randomly.
 
Well, I meant random encounters are "quantum" in the sense that those creatures don't really exist in the game, until you roll the random encounter, then suddenly they're upon the players. Maybe I took the name too literally.

For the treasure chest example, my intent was to show that the player's agency was removed in the sense that they could have obtained the treasure if they had gone to the other chest -- but now whatever was in the first chest has been overwritten. In a sense, they did get it "no matter what."

Hmm, but I see your point. There is definitely a difference. I sense that this "hardline" version of it is more of an academic term though, than how it's used in actual gameplay. For instance, let me outline the following scenario -- and you tell me if it counts as a QO, and if that's bad.

Let's say you're wandering around a dungeon. As the DM, you've pre-prepared an encounter with a monster. But you haven't decided where or when the encounter will occur. All you know is that at some point while the party wanders around from room to room, you WILL have them encounter it. You'll just decide on-the-spot when that time is. So in a way, you're still preparing, but the last bit of preparation is left to be determined live (improvising). This is similar to the ogre example, no? It is not nearly as limiting though.

I suppose you could even mechanize it, and just turn it into the first random encounter they get automatically, or the second, or whatever you want it to be in the order.
 
All you know is that at some point while the party wanders around from room to room, you WILL have them encounter it.
I'm with Beoric :)---the disturbing (to me) aspect here is that the game is going in a pre-determined direction---chosen by the DM. If you called it an Inevitable Ogre, then it's pretty clear, what you've described is an IO (a.k.a. QO).

Even with some of DP's examples (above)---being slipped a key that helps you get to the bandit camp because you missed a "verbal key" that was available earlier---lend to this weird sense of inevitability that hangs over everything. If you are sensitive to that sort of thing (and I'm absolutely sure not everyone is), then the "adventure" starts to feel like a sham---no matter how interestingly scripted it might be. With the "deft-handed DM" it might take me awhile, but eventually, as a player, I am certain I would mentally check out.

At the very least, (again for me) there needs to be a very tangible chance of failure---and not just fail/death in combat, but also failure to: "chose a good path"/"find a necessary clue"/"save the princess"/"unmask the villain"/"find a lost city"/etc. Call it "The Player's Right To Be Stupid".

The burden that puts on the DM---to have real object-permanence, and have enough content so that many, many, many path lead somewhere interesting AND are independent AND can be walked away from or missed---is orders-of-magnitude greater than the Inevitable Ogre style of play. But to me, that's what makes for a great DM, and a great game.

I was incredibly fortunate to have one of those DMs way back when I was a player (late 70's/early 80's)...and that's the example I strive to live up to for my own group now.

I label that style, "The Greater D&D"---because of the sweeping scope. "Lesser D&D" lives inside just one-module-at-a-time.

I'm painfully aware that I frequently fall short of my ideal---and when I fail...that's when I'm tempted to whip out Ye' Old IO/QO. But in what I'd call a personal "good session", I resist the urge, and instead improvise new content---sometimes pleasantly surprising myself!

Others are 100% free to disagree, but this is my D&D truth. (I've been spoiled.)
 
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the disturbing (to me) aspect here is that the game is going in a pre-determined direction---chosen by the DM.

Fun fact: this is an adventure writing forum, for the purposes of developing pre-written adventures.

"Pre-written" is practically synonymous with "pre-determined" - the DM is going to know ahead of time the consequences of the players choices because he has those consequences written out, sitting in his hands. That's what modules are.

Do you know what lies beyond the door in Area 11? Area 12!
 
@DP: Definitely missing the point...but that's OK. I've exhausted myself trying. Believe what you like. No hard feelings, I hope.
 
"Pre-written" is practically synonymous with "pre-determined" - the DM is going to know ahead of time the consequences of the players choices because he has those consequences written out, sitting in his hands. That's what modules are.

What a strange thing to say. Is that really how you play this game??
 
What a strange thing to say. Is that really how you play this game??

@DP: Definitely missing the point...but that's OK. I've exhausted myself trying. Believe what you like. No hard feelings, I hope.

There's a difference between a railroad and a guide. A module guides the play, a railroad dictates the play. You both take a hardline stance against railroads - understandable, and railroads are NOT what I'm advocating.

What I am advocating is modules as guidance; that may not jive with your "I want all my actions to feel like they don't have pre-ordained outcomes" attitude, but I guarantee every pre-written game you've played in has had more than a few pre-ordained elements to it, you've just likely never noticed because you aren't supposed to notice (which I also argue is indistinguishable from the feeling you get from real, concrete choice freedom).

Look, if you want to write adventures, you need to abandon the idea that it can be as freeform as you believe the game should be played, because it's just not feasible to incorporate that into a module that's less than 1,000 pages long. Even published sandbox modules have pre-determined outcomes - if the party does this, then this happens.... if they don't do this, then the situation is like this, etc. Scenario A leads to Scenario B, and though it can also lead to Scenario C or even Scenario D, the fact is that it still leads to Scenario B.

A sandbox module sets a destination, regardless of player choices. If the players want to go somewhere where something interesting is happening, then they'll need to go to the destination eventually, otherwise it's all just aimless wandering. Their understanding and accepting this is what I'm talking about when I mention the RPG social contract. That's not railroading or "inevitability" - that's how the game is expected to unfold (as per the module author), so that's how the game was designed to unfold.

Tomb of Horrors expects your party to actually visit the Tomb - it's a pretty dull adventure if the party decides not to go to the Tomb. Keep on the Borderlands expects you to visit the Caves of Chaos. Dungeon of the Mad Mage expects you to go into Undermountain. When they don't expect it to happen, you get Lareth-type situations - yes Squeen, you had fun with Lareth, but it's not the norm. Most people think that Lareth was a stupid villain, with no telegraphing of his plans nor any encounters with the party prior. He just sits in a room, hoping the party stumbles into him - not a well-written villain, yet seemingly is exactly what you're arguing for.

If modules didn't include some kind of predetermined events or outcomes, then the module industry would cease to exist. Everything would be setting sourcebooks.
 
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