Recently, I read an excellent article by Draconick called
The Quantum Ogre Problem. There's no real need for me to try and say what that article already explained very well, so I'll quote him at length:
[T]he Quantum Ogre problem is usually presented as a party of adventurers facing two paths in the woods. The party can choose to go right or left. But the choice doesn’t actually matter. The GM has decided ahead of time that he is going to throw an ogre at the party along the path. If they take the right path, they will be attacked by the ogre. If they take the left path, they will be attacked by the ogre.
This is problematic, because, as he points out, "players shouldn't be forced into anything."
Let's unpack this a little. I've heard similar advice to GMs before that
advocated for putting so-called Quantum Ogres into one's games. The basic thinking is this, as far as I can tell:
- Players are given a choice between (let's say two doors) A and B.
- Your game hinges on them choosing A and discovering what's behind the door.
- They choose B.
- Unbeknownst to the players, you take whatever was GOING to be behind door A and put it behind door B.
- The plot continues, with the players none the wiser.
My first thought regarding the Quantum Ogre problem is this: why did you give players a choice in the first place? In my experience as a player, one of the absolute worst things a GM can say to players is "You weren't supposed to do that."
That's the beauty and the struggle with tabletop RPGs. Many GMs, myself included, want to create stories the same way a novelist writes novels. But this desire stems possibly from inexperience but definitely from a misunderstanding of what the game is.
The GM and the players are telling a story together. They are both the actors and the audience. This is a very unique dynamic, not typically present in other forms of art or storytelling. What this means is that as a GM, you cannot and should not expect to be sitting in the director's chair, telling "your" players what to do.
If you're not prepared to handle player choice, don't give the players a choice. Obviously, as a GM you need to adjust to the PCs. Players have infinite choices. They could pull out a hidden dagger and sneak attack an unwary king and turn the whole damn campaign world upside down. They could choose to ignore all your carefully planned adventure hooks and go in search of something else. There is literally no good reason for players to automatically buy what you're selling.
This is why it is important to make sure you and your players are on the same page. Are they extremely interested in the setting? They're more likely to go along with it from the get-go. Do you have a good relationship with the players? They're probably going to trust you more and follow the leads you're giving them, knowing that it'll be a good story for everybody. Speaking of good stories, is the game/quest/adventure hook in line with the PCs' goals? While Kal'thar the Dwarven Paladin might want to smash through undead in some ancient tomb, perhaps Vuleera the Catfolk Ranger swore a blood oath to hunt giants and really doesn't give a rat's ass. You as the GM need to give every player a reason to be there. (Also, the ranger's favored enemy is quite possibly one of the biggest or most obvious stumbling blocks between players and GMs. Communicate beforehand in order to have the ranger pick something that's going to make sense and be applicable in the game so that they don't feel left out or like they wasted a class ability.)
Back to my point, though. You as GM need to prepare for players to go off the rails. In fact, in my experience, players go off the rails so much that you might as well not even
build the damn rails in the first place.
Letting Players Run the Game
Most games, players outnumber the GM. Going back to my point about how everyone is there to tell a story
together, why not put some of those players to use doing exactly that? Most players will happily tell you, at great length, about their characters and what those characters
want in the world of the game. (Sometimes they don't, and they're just in it for the adventure. These players may be easier to lead around from plot point to plot point.)
When players tell you about their characters,
listen. Put down your GM notes and turn your brain off for a minute. Let the player tell
their story. Really listen to what they want, keeping in mind that they don't want it handed to them. We play games partly because we want meaningful challenges. If a player wants the Golden Fleece, they're going to be let down when they find it being carried by the random goblin they killed in their first encounter. That wasn't
meaningful. They didn't have a chance to struggle, to make tough decisions, to grow, to rise to new challenges, to push themselves to their limits.
That is what players want. Even, I will speculate, the power gamers and the min-maxers. Sure, those players especially want to win battles or challenges or what-have-you, but they don't want it to be
easy. You think they built a super-character so that they could hack their way through dozens of well-armed skeleton warriors? I mean,
yeah, partly. But they also did it so they can beat the tough stuff.
Think of video games. I had played Skyrim (on PC, lots of mods) for a while. I loved my character. The game was a good challenge, but I was well-armed and armored and prepared for most fights. The
best fights were the ones that pushed my skills and resources to the limit. This is why I played with cold weather and exposure mods, with hunger and thirst and sleep mechanics. I had to plan, I had to prepare, I had to risk death on frozen mountains with frost wolves or trolls or whatever bearing down upon me.
Then I broke it. I learned about an enchanting-alchemy loop and decided to try it out. It goes like this. Enchant an item that boosts your alchemy. Then, with that item equipped, make a potion that enhances your enchantment. Drink the potion, then enchant a better item that boosts your alchemy more. And so on, ad nauseam.
At the end of it, I had armor that made me essentially immune to damage. I had effectively infinite mana, and my weapons did so much damage that the exact value was arbitrary. At that point, I quit. What was the point, when nothing challenged me any more? I hadn't finished the story, but I had
beaten the game, and it lost its fun.
Players
want challenges. They
want to have a meaningful contribution to the story. But they also want an
interesting story. We like our action heroes in movies to come out on top, but we want to see the struggles and the tough choices.
Listen to your players. If they're eager for action because things are getting slow and the fighters are getting itchy, give them an encounter. (By the way, IN MY OWN GAMES, I despise the idea of random encounters. We're telling a story, and as we construct our narrative, very little should happen "randomly." Even if I more or less arbitrarily choose an encounter, I'm going to find a way to fit it into the larger narrative.)
If the players need to acquire some item or MacGuffin, listen to their ideas on how to do it. Maybe your first thought was to have them sneak in somewhere and steal it. What if they want to make a deal with the owner instead? I guess at the heart of the Quantum Ogre problem is the value of player agency. Do you let your players make meaningful decisions or not?
Let me ask that again, because it's really the crux of whether or not the game is going to be fun for everyone:
Do you let your players make meaningful decisions or not?
Now, let me say this, not every player decision needs to affect the direction of the overall story. When I read Draconick's article, I thought of my own pseudo-scientific term to describe my own GM style: Plot Entanglement.
Obviously, I'm trying to keep with the "quantum mechanics" theme here, but let me explain and hope it sounds clever.
Player character actions don't have to affect the entire story, but they should be tied in to the plot. Players should be able to see the effects of their actions and decisions.
Here's an example of a decision that didn't affect the direction of the plot in my game, but did give the players agency and let them drive a huge portion of the story.
The Fiendish Relics or the Dragonslayer's Regalia?
My players were in the world of Eberron, transported there from Greyhawk. Somehow, unknown to them, they got caught up in the so-called Draconic Prophecy, the great ineffable mystery that supposedly foretells and possibly guides events. Certain dragons aren't so fond of mortals interfering or participating in the Prophecy. The PCs got the heads up that they were likely going to have to fight dragons, and were told of two sets of artifacts that would help them.
The first was ancient and demonic. The second was beautiful, elven. The first would be easier to obtain but much more dangerous to wield. The second were harder to obtain, but came with none of the nasty side effects.
The players got to choose, and many sessions were defined by their choice. They could have even chosen
not to retrieve them at all, and instead opt to go it alone. All the choices came with consequences. At the end of the day, this amounted to kind of an extended side quest that tied up a few loose ends, but it didn't have much effect on the larger plot. Sure, they got to see a demonic city instead of an elven one. They made many terrible decisions retrieving demon weapons that they wouldn't have made dealing with the elves. But they made their choice and I built the world in that direction for them.
Player Agency
Player agency is at the heart of this entire discussion, which makes sense because that's what puts the RP into RPG. Some of the best interactive stories don't necessarily give players agency, but they let players feel like they have it.
Half-Life 2 (God rest the franchise's soul) is an amazing game that puts players in control of Gordon Freeman as he fights back against the alien Combine overlords who have overtaken the planet. The game has fantastic music and cinematic action. You feel like you in the driver's seat (or at least, that's the intent) as the entire story revolves around your actions.
You are the one who shoots down the gunships.
You are the one who fights the giant alien striders.
You are the one who storms the prison with your swarm of friendly alien bugs.
The entire plot only moves forward because
you accomplish all these things. It is also completely linear. The way many modern games wink and nudge at role-playing or choices or morality is
completely absent. There is one path, and by God, you're going to take it. But, thankfully, you're going to
want to take it. Pounding electronic beats thump alongside the bursts of bullets from Combine soldiers. You grab an explosive barrel with the gravity gun and chuck it at the soldiers and watch as it explodes. A Combine gunship approaches, whirring in the distance. Run.
Cinematic set pieces make the game fun. The
feeling of power and agency makes the game fun.
Tabletop RPGs are not video games, nor should they necessarily aspire to be. Player agency works differently in a tabletop game versus a video game. A GM can plan and adapt in ways that a scripted story cannot. And if I may be so bold, a GM
should adapt.
Let players make choices, but don't give them meaningless ones. Don't be like a video game where you ask the same question over and over until players choose the "right" answer.
Anyway, this got a little long-winded. I didn't write it all at once and I sort of lost my train of thought. A more succinct article by
@FinlamElman can be found
here.
Maybe this will give you something to think about, as a GM or as a player. If you've got more questions or want me to elaborate on my ramblings, you know
where to find me!