Quantum Ogre Theory

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This week I learned about an interesting tool / cheat used by games masters: The Quantum Ogre. We’re going to briefly talk about what it is, how you can use it and/or avoid it. And of course, we thought we’d end the article with rules for including an actual reality-bending quantum ogre monster for your players to fight (because why not?)

WHAT IS THE QUANTUM OGRE?

The quantum ogre is a term for an obstacle (generally of light-medium difficulty) that the GM plans ahead-of-time and throws in the players’ path, whichever way they go.

Example: 

GM: Before you stands a crossroads. The path on the left leads down into the valley, directly towards the castle. The path on right slopes upwards to the craggy peak that snake behind the castle keep.

Player: Man, this is tough… I think we go down into the valley.

GM: You come across an ogre!

Player: What would have happened if we went to the right? Another ogre?

GM: Uh, Maaaaaybe…

*GM notes: encounter 1 – definitely an ogre*

WHY DO GMS USE THIS TRICK?

The reasons are simple enough: 

Players like to have choices (or fail that, the illusion of choice)

  • Writing an entire adventure is demanding enough for a GM; asking them to write an adventure where there are 2+ outcomes for each decision, i.e. prepping twice the material that will actually be used… is ridiculous.
  • It makes it easier to work in essentially plot points, thus typing combat with story (ex. The quantum ogre also carries a quantum letter that needs to fall into the players’ hands.)
  • It works

DOWNSIDES OF THE QUANTUM OGRE

Resorting to this trick may make your players feel like they don’t REALLY have free choice; they are essentially on a railroad with only 2 results: a pre-written destination, or their deaths. 

Personally, I don’t mind a little railroading or quantum trickery when dealing with a one-shot, or if the players decide to deviate way off track and I’m improvising. However, when in comes to campaigns, there might be better ways to make the players feel like there are options.

HOW DO WE AVOID THE OGRE CLICHE?

Trick 1:

Whenever the party is about to embark on a big adventure, the GM should ask lots of probing questions about what the players want to accomplish, and what’s their ideal situation; next, break down this ideal scenario into smaller items This will give you several dials you can play with, and inspiration for obstacles. 

Keep in mind the old Project Management Triangle: GOOD, CHEAP, FAST: you can only PICK TWO.

Description: triangle, with the corners labeled “cost,” “time,” “product (scope / quality)”

In other words, you can produce something Good & cheap (but slowly); OR good and fast (but at high cost); OR cheap and fast (but poor quality).

Similarly, if a GM can get 2-4 priorities from the players, the GM can offer choices; each scenarios offers some of those qualities, but not all.

Example: 

Players: We want to approach the castle.

GM: Okay, how do you approach? What do you ideally want to happen and not happen on the way there?

Player: Well, we want to get there without signaling our approach; we want to avoid fights; and we want to get there before nightfall (while the vampire lord is still asleep).

GM: Okay! Before you is a fork in the road. The lower path leads into the valley that stretches before the castle. The path on the right leads up into the craggy hills.

What the players don’t know is that:

  • The path to the left will get them there quickly and without fight, (but they will be noticed, giving enemies inside enough time to get their good armor on)
  • The path to the right will get them to the castle before night and without raising the alarm, (but they they can’t avoid the fight with the ogre ).
  • This also opens up an optional 3rd option, to utilize any spellcasters or rogues: maybe there’s a secret path through the sea caves filled with magical locks*; if the PCs don’t role perfectly, they are stuck opening them slowly over many hours. Thus, they get their stealthily and without fight, (but not before sunset).

*Note: While it’s fun to tease the PLAYERS with an occasional riddle, this is not always required; besides, that is rewarding the players for being smart; sometimes it’s important to let the characters be smart (or dumb) on their own. An obstacle can be as simple as saying, “There’s a magical door in front of you, asking for the correct password. Roll Arcana”; Based on the roll, tell them how many minutes or hours it takes them to research and provide the right word. If you want to make it more dramatic, you can add a penalty for each botched attempt, like a sinking ceiling or a magical attack, but this is not required.

Trick 2 – Don’t Plan an Encounter, Plan a Difficulty

This works mostly for story-games like Fate, but when prepping your adventure, don’t plan a minor battle as “a conflict with a guard with Superb +5 in Fight”; rather, think of it as “An obstacle with a difficulty value of Superb +5.” 

Example: 

GM: You approach the city walls. 

*The GM wants to give the players a mild obstacle, but nothing too impossible; if they have a Great +4 to a skill, they set the difficulty of the first obstacle of this session a little higher, namely Superb +5.*

GM: Do you approach by the city gate, or scale the walls?

*If they go through the front, they will will encounter an ogre sergeant who’s not easily persuaded or beaten; roughly Superb +5 to defend against approach, give or take +1/-1.

Similarly, if they decide to scale the walls, they will find that doing so safely and quietly is very hard; again, difficulty Superb +5.*

Player: Actually, you said that a river ran through the city; I want to go underwater, and try to infiltrate that way.

The GM didn’t think of this; good thing they didn’t spend a lot of time fleshing out that Sergeant! The GM tells them there’s a grate blocking access to the city via the river; It’s possible to squeeze through or pry it open, but the difficulty is (you guessed it) Superb +5!

With non-fate RPGs, this can also be done, but easier when thinking of Challenge Ratings. 

  • The players want to go through the gate? They have to fight a ogre sergeant with CR 2.
  • They want to swim through the river? They are attack by four crocodiles (which add up to CR 2). 
  • Want to open a secret door? If they fail, the infiltrator is hit with a booby trap attack (that happens to be the same as two javelin attacks from a CR2 ogre.)

That’s it for the lofty game theory discussions: here are the rules for a Quantum Ogre (first for D&D 5e, then for Fate Core and Fate Accelerated)

Quantum Ogre

The quantum ogre, or as it’s sometimes called, the Schrödinogre*, is a rare creature born amidst a temporal storm. As such, it naturally shimmers and projects duplicate versions of it, allowing you to peek into alternate timelines to see where the being could have potentially gone. Thus, it’s hard to be sure which of the fractal ogres is the real one unless you observe it closely, or until it brings a heavy club down on your head.

*Credit where it’s due, my wife came up with “Schrödinogre.” She insisted I credit her so people** don’t forget that.

**Mostly Me.


D&D 5e Rules

Large giant, neutral evil
Armor Class 12 (Hide Armor)
Hit Points 90 (10d10 + 35)
Speed 40 ft.
STR
21 (+5)
DEX
9 (-1)
CON
18 (+4)
INT
6 (-2)
WIS
10 (+0)
CHA
8 (-1)
Senses Darkvision 60 ft., Passive Perception 8
Languages Common, Giant
Challenge 4 (1,100 XP)
Natural Mirage.Quantum Ogres always appear in pairs, at least to the untrained eye. Once per day, whenever you encounter a quantum ogre, it is accompanied by an illusionary double; treat it as if the ogre had cast the illusion spell Project Image, without requiring a spell slot, action or spell components. It can be dispelled or sensed just the spell normally allows.
Avoidance. If the Quantum Ogre is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Quantum Beast is incapacitated or has a speed of 0.

Actions

Multiattack. The Quantum Ogre makes two attacks with either javelin or greatclub.

Greatclub. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.


FATE CORE RULES

Quantum Ogre

High Concept: A reality shifting brute

Aspects: Craven Bully; Hard to pin down; Hits like a Bull; Shadow Double* (see stunt)

Fantastic 6+ – Physique
Superb 5+ Fight – Stealthy
Great 4+ Notice, Intimidation, Will

Stunts: 

Natural Mirage. Quantum Ogres always appear in pairs, at least to the untrained eye. Treat it is if there is a second ogre, which can only interact in non-physical ways (ex. Intimidate, Notice); once a character successfully attacks the ogre’s double, you may compel the Shadow Ogre aspect to have the attack automatically fail (however, the player gains a fate point). Alternatively, you may have the attacking player make a successful Notice roll, to overcome a Difficulty of 5; if they succeed, they may forgo the fate point and take an alternative action this turn instead. Either way, the double is revealed to all characters nearby, and it can take no actions except moving around.

Avoidance. If the Quantum Ogre is subjected to an effect that allows it to avoid harm. It has armor +1 (ignoring the first stress from each attack).

Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attacks to falter. When defending against any fight, shoot, or magical attack, the Ogre may defend with the Stealth skill and gains +2 to the result. It may not use this stunt if it was already hit by an attack this round, or has an aspect that hinders it’s abilities (ex. Chained to the floor; blinded by sand.)

Bitter Rage. Once per round, if an Ogre attempts an attack against one character and was not successful, the GM may pay a Fate point to have the Ogre take an additional attack action against another character.


FATE ACCELERATED

Quantum Ogre

High Concept: A reality shifting brute

Aspects: Craven Bully; Hard to pin down; Hits like a Bull; Shadow Double* (see stunt)

Superb 5+ Forceful
Great 4+ Sneaky
Good +3 – Quick, Careful

Stunts: 

Natural Mirage. Quantum Ogres always appear in pairs, at least to the untrained eye. Treat it is if there is a second ogre, which can only interact in non-physical ways (ex. Intimidate, Notice); once a character successfully attacks the ogre’s double, you may compel the Shadow Ogre aspect to have the attack automatically fail (however, the player gains a fate point). Alternatively, you may have the attacking player make a successful Notice roll, to overcome a Difficulty of 5; if they succeed, they may forgo the fate point and take an alternative action this turn instead. Either way, the double is revealed to all characters nearby, and it can take no actions except moving around.

Avoidance. If the Quantum Ogre is subjected to an effect that allows it to avoid harm. It has armor +1 (ignoring the first stress from each attack).

Displacement. The Quantum Ogre projects a magical illusion that makes it appear to be standing near its actual location, causing attacks to falter. When defending against any fight, shoot, or magical attack, the Ogre gains +2 to defending with Sneaky. It may not use this stunt if it was already hit by an attack this round, or has an aspect that hinders it’s abilities (ex. Chained to the floor; blinded by sand.)

Bitter Rage. Once per round, if an Ogre attempts an attack against one character and was not successful, the GM may pay a Fate point to have the Ogre take an additional attack action against another character.


That’s it for today. If you like the D&D version, you can also find it at DNDBeyond and add it to your campaign. As always, please share, subscribe, and game on!

-Dave Seidman Joria, Tangent Artists

Fate Accelerated: I Don’t Like Spam!

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I like Fate Accelerated. I really do. Hell, I’ve made two Fate World settings using it, and will likely make my third setting FAE too. That being said, it’s not perfect.

Sidenote: If it’s not perfect, why do I play it? To paraphrase Winston Churchill, “[Fate] is the worst form of [RPG], except for all the others.”

The best part of FAE is that there is always another way to skin a cat; if a party’s sorcerer has to leave the game early because they have work in the morning, you’re not suddenly stuck with a group incapable of overcoming the magic door down the hall; through cleverness, careful study, or barbaric vandalism, they will find a way.

Deep-fried_spam_(2041662434)

Yum. I think. Conflicted.

The evil flip-side to this is that whenever you want to encourage a player to approach a problem from one of their lesser approaches, someone will insist that they can use their strongest approach; this frequently called “spamming.”  While they mean well, these sophisters will turn every turn into a drawn out negotiation, which can kill the mood and drag the evening out. Of course, the GM could always say “No, you have to use this approach,” but that’s against the spirit of FAE, and saying “No” leads to an unfriendly atmosphere (one of my very first entries discussed how much a GM should say “yes.”)

Evil Hat’s Zen Master of Fate Rob Donogue has proposed some ways to get around this on his blog, The Walking Mind, but I thought I’d try one or two ideas of my own:

Option 1: the Permission Aspect

If a player wants to use an approach that doesn’t seem obvious Require a “Permission aspect” first. This will likely be a situation aspect. If they already have a character aspect, require that they invoke it (which gives them the ability to use the approach AND the invoke bonus).

Ex. Chartok, Marna, and Phil all want to attack the a vicious ingredient in Kitchen Arena, the Monstercheese. Chartok’s player wants to charge straight in using Forceful, while Marna’s player wants to use Clever, and Phil’s player wants to use Sneaky. The GM sees no trouble with Chartok using the Forceful approach to make a raw attack, but feels that using Clever or Sneaky is less justified in this instance. The GM requests they get permission aspects first: a rational person like Marna wouldn’t charge in blindly, but if zhe spends an exchange looking for a weapon first (create an advantage for a Giant Cheese Machete), zhe could attack with Clever during any later exchanges. Similarly, a sneaky attack from Phil out of nowhere seems forced, but if Phil’s player spends a fate point to invoke his aspect “Born in Shadows,” the GM will let him use Sneaky to attack (and also gets the +2 invoke bonus). The GM is feeling generous, and decides these invokes are enough to let them use those approaches for the rest of the scene, or until it no longer makes sense (ex. Marna loses the Cheese Machete; Phil uses Flashy to draw attention to himself.)

If the player has a weapon that’s also a stunt, which is tied to a specific approach (ex. The Bow in in Masters of Umdaar using Quick), then the character can always use that weapon to attack; however, they can only use it whenever it seems right for the weapon (ex. Can’t use the bow in close combat), and only if they possess the weapon (ex. They haven’t been disarmed).

Option 2: Critical Hit

If players don’t like the stick, give them the carrot! Whenever a character makes an attempt with an Approach that is Fair +1 or lower and succeeds, automatically treat the result as success with style. Thus, they have a lower chance of success, but a higher gain should they pull it off. A GM might offer this all the time, but it seems better to me as a bargaining chip.

Player: I don’t want to use Forceful to attack, I want to use Quick, it’s higher!
GM: Okay, but if you hit with Forceful, I’ll give you a Critical Hit bonus…


 

Which option sounds better to you? Tell us what you think!

Until next week, GAME ON!

 


Image Citation:

Spam image courtesy of Father.Jack from Coventry, UK, Transferred from Flickr by User:Fæ. Used with permission through Creative Commons Attribution 2.0 Generic license. Neither licensor nor the Spam corporation endorses this blog or its use.

 

So Much Time, So Little to Do! (Scratch that, reverse it)

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It’s official: the comic group Tangent Artists now has it’s very own game blog! What can you expect here? PREVIEWS

  • Costume Clash – The mixed masquerade card game.
  • Dystopio – The card game in which players race to be the best dystopian despot.
  • Skeleton Crew: the Roleplaying Game – The supernatural comedy comic, turned into a flavorful RPG.  Powered by the Fate Core system.

BONUS MATERIAL

  • RPGee-Whiz – Add on material for the Skeleton Crew RPG and Fate Core.
  • Downloads – Character Sheets and useful Tools.

FICTION & HANDBOOKS

  • Samples of our bestselling gamer-joke books, The Handbook for Saucy Bards and The Cleric’s Guide to Smiting.
  • Sneak Peeks of our upcoming handbooks, Rogues: Steal this Booke, and The Ranger’s Guide to Not Dying in the Wild.

Stay tuned to this spot- more content each week.  Or, read the webcomics at www.tangentartists.com.