https://www.youtube.com/watch?v=yl0z5Z8bvro
In this video Seth talks about quantum orges, or what I call Schrodinger plot point. He had a mostly positive view. So do I, in fact I wa blinded sided that some people see this thing in a bad way.
What is everyone’s view on this?
Training wheels are useful tool for beginner cyclists, but not useful for advanced cyclists. Likewise, quantum ogres are a useful tool for beginner DMs, but not for seasoned DMs.
I hard disagree. Quantum baddies are useful no matter how seasoned a DM you are.
Quantum enemies are a technique you can use to help preserve the prep work you do as DM, and doubling the prep you do isn’t a mark of experience. Use it when appropriate, and avoid using when the story says you must.
I think it’s a matter of in what context the quantum ogre is used as well.
Combat is complex to balance in 5e, so encounter design takes up significant prep time. It makes sense the user a quantum ogre where the players are arbitrarily picking between rooms A and B in a dungeon. They have a fight, then the DM has time to prep a puzzle or another combat in the unused room for next week.
The poster you’re replying to shows when quantum ogres are bad. World building at a basic level isn’t a heavy lift, so limited prep work is wasted by fleshing out both locations. And your players won’t out level a city or NPC like they will a combat. So you can always come back to that unused location later with minimal additional work.
If you’re doing good prep, you don’t need quantum enemies. You can whip up an ogre encounter on the fly instead of forcing one at a particular point.
But what really the difference. If the group needs a fight in next room and i use a preplanned one or one inade up ob the spot?
Quantum ogre is more about the intent and removing actual choice from players. Good prep does away with making player choice irrelevant.
I’m assuming in your question, the first situation would have the “preplanned” fight be wherever the players decide to go since we’re discussing the QO. The difference between your two methods is in the latter, you’re making up the creature or combat on the spot by reacting to what the players have done. In the first, it didn’t matter what the players did. You were going to do it anyway, so why even give them a choice?