Welcome to this week’s blog book club. This week we are discussing “The Quantum Ogre,” by Courtney Campbell of the blog Hack & Slash.
Next week we’ll be reading ”Toybox Style Play,” by James Raggi
You can see a list of previous blog club posts here.
In our discussion around usage dice a few weeks back I mentioned being impressed by their legacy and how far the concept had spread outside the blog-o-sphere. But quantum ogres are likely even more well known and are the subject of chapters in books on DMing and longwinded youtube videos. In short: they’re an evergreen topic that is likely to appear in several types of RPG play. Long before I had ever heard of the OSR, when I was introduced to this concept, it really shifted how I thought about preparing and running games and what makes for a satisfying play experience.
The gist is that you should not force players to experience planned encounters because then you are robbing them of choice! Near the end the post also discusses the most bang for you buck prep you can do for a session of a sandbox game. I find this to be a very valuable inclusion and I wish I had encountered it sooner alongside learning about quantum ogres.
The way I read the post there’s this assumption that the only reason someone would subject their players to a quantum ogre if they had a bad motivation: lazy with prep or ego tripping. Much of the blog is spent trying to dismantle the reasons someone might choose to employ a quantum ogre: worry that players to miss out important or the need for an obstacle if players choose to adventure in an unexpected direction.
I will digress because there’s a different motivation at play that I had to overcome and I feel like its worth bringing up. When I first started to learn how to run the game I thought about it like nutrition. We learn that our bodies need carbs, fats, and proteins and there can be an urge to add these elements to every meal. Some DMs learn the important components of fantasy adventure, of which adversaries are a vital part of the framework. When the party’s actions circumvent a major obstacle and remove one of the “adventure macros” such as an antagonist, alarm bells can go off in a GMs head “will this session stink if they have nothing to fight?” In RPG systems where fighting is one of the major draws there may be an urge to “fix it” by forcing the players to experience a version of the encounter they had just avoided.
For me to kill the quantum ogre, I had to let go of the idea that the GM’s purpose is to entertain my friends and that I am responsible for the amount of fun had in a session. Today I believe its the entire groups responsibility. The GM is not the baby sitter and the party is allowed to make choices that will impact the flow of the session, sometimes in unsatisfying or anticlimactic ways. Growing up is accepting that sometimes you can eat ice cream for dinner, macros be damned. Overall I think the blog post does a good job explaining why Quantum Ogres are the wrong choice regardless of the particular motivation at play.
If you enjoyed reading this week’s blog post there are follow ups in this series on Hack & Slash. “Slaying” and “Resurrecting” Quantum Ogres were written in the following days and explore the subject with greater nuance. Unfortunately, I have only skimmed them.
Was this blog post influential to you as well?
