Quantum Ogre: Redemption

Man, I thought I could find the original of this with a quick google, but it seems only refutations abound!

Okay, in short, the original problem was that you’re at a fork in the road. If you go left, the GM makes an ogre pop out. If you go right, the GM makes an ogre pop out.

The problem – well, it’s curious – I think the problem should be obvious. And I’m tempted to link a controversial forge post as a suggestion as to why some/many(?) don’t see it as a problem (or so google makes it seem).

Anyway, at that point you’re being played for a fool by the person who is GM, who probably has a Gordian knot of control issues about story, his own artistic agency and his perceived responsibilities and with that responsibility, sense of his own scope of control (yeah, I know I mentioned control already – I said it was a Gordian knot!). Of course peeps refute that it’s a problem because when you think when option A is having quantum ogres and option B is having a game that doesn’t work at all, of course you refute that A is a problem. Of course it seems like B is the only alternative, because the GMs in question perceive that anything else gets in the way of them telling a good story – ie, gets in the way of their creative agency. Yeah, again, I know, I mentioned GM agency already! I said it was a Gordian knot – it’s like the idea of ‘elephants all the way down’, but here it’s like there’s a responsibility to the players, which rests on top of the GM getting to tell a good story, which rests on top of B: not having a game at all, and you know why we can’t have that game…well, it’s because of the responsibility to the players, so B sits on top of responsibility, and responsibility sits on top of the GM telling a good story, which sits on top of ‘B’…and haven’t we been here before? How can everything be resting on everything else?? Elephants. All the way down!

What makes it more curious is that I think it doesn’t take much to redeem it – for example, if you went right and there’s an ogre there and if you went left there’s an ogre there, but he has no armour (or has more armour – I can’t remember if they wear any now, TBH!). Now ideally there would be a hint as to what you’ll get either way – if the left has a sign pointing to the ogre baths, maybe that’s a hint an ogre is there and has taken his Armour off to have a mud bath.

But even if there is no hint and it’s a blind choice, at least the choice is a randomiser and the results of either direction will be different from each other. Player input actually decides (part of) the story generated at the table on game night! Who’d a thunk it?

I guess though that such a difference could very well get in the way of ‘GM creative agency for telling a good story’. And then it’s sucked back into the knot from above.

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