D&D players have spent almost 50 years breaking the game, creating exploits that became monsters in their own right. This week: the peasant rail gun, an army of hirelings with a light-speed projectile; and the quantum ogre, the monster who is everywhere until it is observed.
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https://scintilla.studio/monster-peasant-rail-gun-quantum-ogre/
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Join the conversation: www.twitter.com/SparkOtter
Meet my guests:
Jeremy Vine: www.twitter.com/talumin
Jarrod Jahoda, Mid-Level Adventurers: www.twitter.com/midlvladventure
Danilo Vujevic, Thinking Critically: https://www.thinkingcritically.co.uk/
Rebecca Gray and Steven Myers, Eberron: A Chronicle of Echoes: https://www.sivisechoerstation.com/
Music by Jason Shaw at Audionautix.com
You guys are doing
Rebecca Gray:specific monsters from older.
Rebecca Gray:. . Steve Myers: It's not
Rebecca Gray:specific monsters, cheats.
Rebecca Gray:It is different cheeses.
Rebecca Gray:Cheeses!
Rebecca Gray:We're cheesing things.
Rebecca Gray:I don't know if that's what you call it.
Lucas:uh it's going to be what I
Lucas:call it now, because it's way better.
Lucas:Because a lot of the ways in
Lucas:which the game has created its own
Lucas:lore, its own D&D cryptids started
Lucas:back in third edition and 3.5.
Lucas:and Fifth Edition stands at the top of
Lucas:this teetering tower of nonsense that is
Lucas:50 years old and has given rise to a huge
Lucas:variety of things that are just in the
Lucas:game now and have names and wander about
Lucas:the world of D&D in the same way that
Lucas:wandering monsters roam around dungeons.
Lucas:So
Rebecca Gray:peasant rail gun,
Danilo Vujevic:something
Danilo Vujevic:like the quantum ogre,
Jeremy Vine:I loathe
Jeremy Vine:the arrow of destruction,
Lucas:the False Hydra,
Jarrod Jahoda:a wireless troll,
Steve Myers:Larry the Kung Fu Kraken.
Steve Myers:I hate this one, so, so much.
Lucas:Welcome to Making a Monster,
Lucas:the bite-sized podcast where we look
Lucas:at the monsters in Dungeons and dragons
Lucas:and other tabletop RPGs and discover
Lucas:how they work, why they work and
Lucas:what they mean for these episodes.
Lucas:I've assembled a crack team of
Lucas:D and D podcasters from all over
Lucas:the world to track down monsters,
Lucas:born of the system itself.
Jeremy Vine:I'm Jeremy vine, I'm
Jeremy Vine:a professional dungeon master.
Jarrod Jahoda:My name is Jarrod Jahoda,
Jarrod Jahoda:and you can find me on any podcast
Jarrod Jahoda:platform under Mid-level Adventurers.
Danilo Vujevic:I'm Danilo, the
Danilo Vujevic:host/producer/editor of Thinking
Danilo Vujevic:Critically, a D&D discussion podcast
Danilo Vujevic:where we take a single word or
Danilo Vujevic:topic and discuss what it means in
Danilo Vujevic:the D&D and wider TTRPG framework.
Rebecca Gray:Hello, I'm Rebecca
Steve Myers:and I'm Steven.
Rebecca Gray:And we are from A
Rebecca Gray:House Sivis Broadcasting Eberron
Rebecca Gray:A Chronicle of Echoes podcast.
Lucas:So let's talk cheese!
Lucas:uh, One of the most persistent
Lucas:of these named exploit monsters
Lucas:is, the peasant rail gun.
Lucas:Have you heard of this?
Jarrod Jahoda:Oh, yes, I have.
Jarrod Jahoda:So the idea being you get, you
Jarrod Jahoda:know, a thousand peasants, pay
Jarrod Jahoda:them, you know, coppers, get them
Jarrod Jahoda:to line up and pass a spear along.
Rebecca Gray:Okay.
Rebecca Gray:I got this, Steve, I got this.
Rebecca Gray:So, rules as written a round
Rebecca Gray:is exactly six seconds.
Rebecca Gray:Now a free action does not necessarily
Rebecca Gray:last that long and everyone gets one free
Rebecca Gray:action that they can do during round.
Rebecca Gray:so you take a bunch of peasants
Rebecca Gray:and you hand a bunch of
Rebecca Gray:peasants, a log a post like that.
Jeremy Vine:You get a line of NPCs,
Jeremy Vine:you get your hirelings, you get the
Jeremy Vine:local villagers, whatever it is.
Jeremy Vine:I feel that it's usually
Jeremy Vine:a high level characters.
Jeremy Vine:Low level characters don't really get
Jeremy Vine:a chance to try this, but you get them
Jeremy Vine:all in a long line, usually about two
Jeremy Vine:miles long, and you give the person at
Jeremy Vine:the very far end, a 10 foot pole, you
Jeremy Vine:give them a stick, a whatever it is.
Rebecca Gray:then you have
Rebecca Gray:them "free action pass" the log
Rebecca Gray:off to the next person in line.
Rebecca Gray:Which by the laws of physics would
Rebecca Gray:say that by the time you get to the
Rebecca Gray:end of the row of pretty long line
Rebecca Gray:of peasants, that you could pay
Rebecca Gray:off because you're an adventure.
Rebecca Gray:Why the heck not?
Danilo Vujevic:But all of these things
Danilo Vujevic:happen simultaneously or immediately one
Danilo Vujevic:after the other, but they're all still
Danilo Vujevic:bound within that time constraints.
Jeremy Vine:They ready their action
Jeremy Vine:to pass the stick to the next peasant.
Jeremy Vine:And it goes all the way along
Jeremy Vine:these two miles, because in the
Jeremy Vine:D&D rules, a turn last six seconds.
Jeremy Vine:So you can do whatever you like.
Jeremy Vine:And everybody acts at once.
Jeremy Vine:It's just these six seconds,
Jeremy Vine:uh, somewhat malleable.
Jeremy Vine:But the idea is that these stick
Jeremy Vine:eventually will reach a velocity.
Jeremy Vine:Uh, that when the peasant at the other
Jeremy Vine:end of the line gets it, if they throw it,
Jeremy Vine:it will hit with the force of this train.
Jeremy Vine:Essentially.
Jeremy Vine:I think they say, um, something
Jeremy Vine:like the speed of light.
Jeremy Vine:It'll probably hit out if you've got
Jeremy Vine:enough peasants and along enough line,
Rebecca Gray:that log is going
Rebecca Gray:upon of miles per hour, and can
Rebecca Gray:feasibly kill anything in one shot.
Danilo Vujevic:So you can accelerate
Danilo Vujevic:something to obnoxiously fast velocities
Danilo Vujevic:in a, this, this six second scope,
Jarrod Jahoda:and then the one at
Jarrod Jahoda:the end or the fighter, whoever throws
Jarrod Jahoda:the spear, thus creating a massively
Jarrod Jahoda:powerful, impactful weapon is the theory.
Lucas:The corollary of course is if
Lucas:you've lined up a bunch of horses,
Lucas:on that same trajectory, assuming
Lucas:that you have enough skill in horse
Lucas:riding, you can dismount and remount
Lucas:in six seconds and traveled down an
Lucas:entire line of horses miles long.
Jeremy Vine:Just kind of leapfrogging
Jeremy Vine:over from one to the other is just scamper
Jeremy Vine:through and, uh, reach a place before
Jeremy Vine:technically, before you even leave it.
Jeremy Vine:If you've got enough horses and
Jeremy Vine:enough, I love this idea that
Jeremy Vine:eventually people, it would be like
Jeremy Vine:train lines that you just have a line
Jeremy Vine:of horses across the countryside.
Jeremy Vine:That one person just keeps hopping over.
Jarrod Jahoda:Now, like all of these
Jarrod Jahoda:things that we're going to talk about,
Jarrod Jahoda:they're all kind of brain teasers.
Jarrod Jahoda:I don't think any DM would actually
Jarrod Jahoda:allow this to happen because
Lucas:run a game, would you?
Jarrod Jahoda:Yeah.
Jarrod Jahoda:I mean, hell no.
Jarrod Jahoda:Well, here's the deal.
Jarrod Jahoda:We all accept the reality
Jarrod Jahoda:disconnect that a round of combat
Jarrod Jahoda:is the same shared six seconds.
Jarrod Jahoda:So if a thousand people are doing
Jarrod Jahoda:one thing and they've all held their
Jarrod Jahoda:action to pass the spear, along in
Jarrod Jahoda:that same six seconds, you build
Jarrod Jahoda:up this ridiculous amount of speed
Jarrod Jahoda:in a very small amount of time.
Jarrod Jahoda:And that inertia just massive
Jarrod Jahoda:damage for some reason, which, okay.
Jarrod Jahoda:I see why people would
Jarrod Jahoda:argue that to be the case.
Jarrod Jahoda:But if you are going to suspend the
Jarrod Jahoda:disbelief that everything happens
Jarrod Jahoda:in six seconds, you kind of have to
Jarrod Jahoda:suspend the belief in physics as well.
Jarrod Jahoda:You know what I'm saying?
Jeremy Vine:And I do love this idea
Jeremy Vine:that when physicists in particular,
Jeremy Vine:because there is this massive crossover
Jeremy Vine:between general science nerds and
Jeremy Vine:D&D nerds when they think, you know
Jeremy Vine:what, I can break this, I can break
Jeremy Vine:this game and there's nothing the
Jeremy Vine:rules say that it can do to stop me.
Jarrod Jahoda:Because if you, and
Jarrod Jahoda:like, what, how do I say this?
Jarrod Jahoda:If you are going to talk about physics
Jarrod Jahoda:and inertia, Newton's first law of motion.
Jarrod Jahoda:I was a physics major for a little while.
Lucas:Oh, I'm So glad you're here.
Lucas:I had someone explain the peasant
Lucas:rail gun to me as what happens when
Lucas:physics nerds try to break the game.
Jarrod Jahoda:Yes, yes.
Jarrod Jahoda:I started as a physics
Jarrod Jahoda:ended up in theater.
Jarrod Jahoda:You figure it out.
Jarrod Jahoda:So, the first law of motion, an object
Jarrod Jahoda:at rest stays at rest and an object in
Jarrod Jahoda:motion stays in motion with the same
Jarrod Jahoda:speed and the same direction, unless
Jarrod Jahoda:acted upon by an unbalanced force.
Jarrod Jahoda:By the very nature of people
Jarrod Jahoda:passing a spear, they're
Jarrod Jahoda:not maintaining any inertia.
Jarrod Jahoda:They're constantly changing it.
Jarrod Jahoda:By handing it off to someone who then
Jarrod Jahoda:grabs it and they're a little bit taller
Jarrod Jahoda:or their hand is a little bit rougher
Jarrod Jahoda:or they're wearing gloves or whatever.
Jarrod Jahoda:You're adding friction, you're changing
Jarrod Jahoda:the way gravity is affecting it.
Jarrod Jahoda:And you're changing the momentum involved.
Jarrod Jahoda:It changes everything so much so quickly
Jarrod Jahoda:that it might as well just be thrown by
Jarrod Jahoda:the guy at the end of the line anyway,
Jarrod Jahoda:cause it's all going to cancel out, right?
Jarrod Jahoda:You know, forces don't
Jarrod Jahoda:actually keep objects moving.
Jarrod Jahoda:In fact, they are
Jarrod Jahoda:diametrically opposed to that.
Jarrod Jahoda:Like if you set a book down, it
Jarrod Jahoda:doesn't just stay down on this table.
Jarrod Jahoda:Gravity is still acting on it.
Jarrod Jahoda:But the force of the structure of the
Jarrod Jahoda:table is stronger than that of gravity.
Jarrod Jahoda:So that's why the book doesn't
Jarrod Jahoda:fall through the table.
Jarrod Jahoda:I mean, there's atoms and
Jarrod Jahoda:molecular structure and
Jarrod Jahoda:bonds and stuff in there too.
Jarrod Jahoda:But in terms of forces, the force
Jarrod Jahoda:from the table is preventing it from
Jarrod Jahoda:going to the ground because it's.
Jarrod Jahoda:Even though gravity is still
Jarrod Jahoda:pulling it down onto the table,
Lucas:Yeah.
Lucas:Yeah, yeah.
Jarrod Jahoda:which has really nerdy,
Lucas:I mean like we have, Yeah.
Lucas:we have to get down to this level
Lucas:of abstraction to discuss this
Lucas:particular concept because D&D is
Lucas:a game, was not built for realism.
Lucas:It was built for balance and,
Lucas:uh, the fringes where those two
Lucas:things overlap is where we get
Lucas:things like the peasant rail gun.
Lucas:Has this shown up in a game
Lucas:that you've played or run?
Jarrod Jahoda:To smaller degrees.
Jarrod Jahoda:People have been like, if I hold
Jarrod Jahoda:my turn to throw him and he holds
Jarrod Jahoda:his turn to throw me, if he jumps
Jarrod Jahoda:on me and I jumped on him, can we
Jarrod Jahoda:get high enough to reach the thing?
Jarrod Jahoda:And I'm like, okay, sure.
Jarrod Jahoda:Every one of you has to make a DC 18
Jarrod Jahoda:acrobatics check to pull this off.
Jarrod Jahoda:Every single one of you, and only
Jarrod Jahoda:if you all succeed, does this work,
Jarrod Jahoda:otherwise people going to get hurt.
Jarrod Jahoda:So like, so like, no, I would not
Jarrod Jahoda:let like a peasant rail gun happen,
Jarrod Jahoda:but if people want to work together
Jarrod Jahoda:to achieve something plausible.
Jarrod Jahoda:Yeah.
Jarrod Jahoda:Okay.
Jarrod Jahoda:You know, we're talking about a game
Jarrod Jahoda:that has floating eyeballs and dragons
Jarrod Jahoda:and squid-headed terrors of the night.
Jarrod Jahoda:Physics is relative, which actually
Jarrod Jahoda:is true in our world as well, so
Jarrod Jahoda:it's at least it's consistent.
Steve Myers:One of the things that always
Steve Myers:bothered me about that whole thing is
Steve Myers:that people immediately assume that like,
Steve Myers:logic and physics work out in their favor.
Steve Myers:If I was DM-ing that, and someone was
Steve Myers:like, "Oh, that's what we're going
Steve Myers:to do," I'd be like, "Okay, cool.
Steve Myers:just pass it down.
Steve Myers:Nothing happens, guys.
Steve Myers:I don't know what you're expecting."
Steve Myers:She
Rebecca Gray:technically like, at
Rebecca Gray:least to here now, now nowadays with
Rebecca Gray:fifth edition you could use a free
Rebecca Gray:action to hand it and then a reaction
Rebecca Gray:to hand it to the next person.
Rebecca Gray:So that is, you're handing it
Rebecca Gray:between two people over six seconds.
Lucas:Ah.
Rebecca Gray:fast at all.
Steve Myers:The problem with
Steve Myers:it is, is simple is okay.
Steve Myers:You're assuming that that
Steve Myers:item is moving at that speed.
Steve Myers:I'm gonna make you roll for every one
Steve Myers:of those peasants to grab that thing.
Steve Myers:Now you've made my life hell.
Steve Myers:Now I want you to roll 5,000.
Steve Myers:enjoy.
Steve Myers:And I'm going to tell you right now,
Steve Myers:it's going to get faster and worse.
Steve Myers:And eventually going to catch one of those
Steve Myers:passes and then just decimate the entire
Steve Myers:area because of you, because of you.
Rebecca Gray:So I don't like
Rebecca Gray:having to actually pay an organize
Rebecca Gray:that peasant rail gun though.
Rebecca Gray:mean, winding them
Steve Myers:up like that.
Lucas:Alright go.
Steve Myers:points?
Steve Myers:What is, what is the point
Steve Myers:of that point in time?
Steve Myers:Just to have them Fight.
Steve Myers:So I
Rebecca Gray:guess
Lucas:Fight.
Steve Myers:if you have an entire
Steve Myers:army of people and you're like, I
Steve Myers:need a rail gun in order to obliterate
Lucas:Oh, I see.
Steve Myers:fight.
Steve Myers:I mean, come
Lucas:of lining up 10,000 peasants
Lucas:and having them pass the spear
Lucas:down the line, just have just have.
Rebecca Gray:just, just
Rebecca Gray:give them some spheres.
Rebecca Gray:You're going to save money.
Rebecca Gray:Well, then you have to work out
Rebecca Gray:like the lining of things like that
Rebecca Gray:last guy, can't it doesn't have.
Rebecca Gray:any time to like line up the shot before.
Steve Myers:Not only that, but you have
Steve Myers:to explain that entire premise to 5,000
Steve Myers:people, I work with people and I only
Steve Myers:work with three other people and they
Steve Myers:can't do basic things half the time.
Steve Myers:So which way is the spirit?
Steve Myers:Is it going that way?
Steve Myers:Cause I want to make sure
Steve Myers:that I'm passing it right.
Steve Myers:I don't want to pass it wrong.
Steve Myers:Yeah.
Lucas:"I turned it around, I'm sorry."
Steve Myers:grabbed the tip too soon.
Steve Myers:I thought it wasn't my turn.
Steve Myers:I'm sorry.
Steve Myers:And they have to have
Steve Myers:all hold initiative to?
Steve Myers:That.
Steve Myers:That
Lucas:Oh yeah.
Steve Myers:very, complex.
Steve Myers:I, in my games if you find a cheese,
Steve Myers:you get to use the cheese once
Steve Myers:and then you never get to use the
Lucas:Uh, As sort of a treat for, for
Lucas:you, for you putting in the effort to.
Rebecca Gray:exactly.
Rebecca Gray:It has to be a new cheese.
Rebecca Gray:If I look up your cheese online
Rebecca Gray:and I find your cheese, I'm sorry.
Steve Myers:So I think that it hearkens
Steve Myers:back to three, five in particular,
Steve Myers:because at that time, everyone viewed
Steve Myers:DMs as like an adversary and DM-ing
Lucas:Um,
Steve Myers:whereas 5E, it's
Steve Myers:more, like in three, five, I'm
Steve Myers:trying to stop the players.
Steve Myers:The players are trying to stop
Steve Myers:me the DM in five minutes.
Steve Myers:You don't have that
Lucas:that's fascinating.
Rebecca Gray:that kind of DM.
Rebecca Gray:Yeah.
Rebecca Gray:I mean,
Steve Myers:it took me a long time
Steve Myers:to break myself of that habit just
Steve Myers:because I started out playing where
Steve Myers:I assumed the DM was the bad guy.
Steve Myers:And so when I was the DM, I wanted
Steve Myers:to be the bad guy and Fort my
Steve Myers:players instead of helping them.
Steve Myers:I'm like, what the hell is the point of.
Steve Myers:Hm.
Steve Myers:If your players come up with
Steve Myers:something good, give it to them.
Steve Myers:that's what you should do
Steve Myers:if they outsmart your traps.
Steve Myers:Good.
Steve Myers:That's literally the point that
Steve Myers:is fully you wanted for him.
Lucas:I want to ask because you have
Lucas:played older editions, so much of what
Lucas:these exploits gets at is the relationship
Lucas:between the DM and their players.
Lucas:And I have heard that older
Lucas:editions had a somewhat more
Lucas:adversarial relationship as the DM.
Lucas:Was that your experience?
Jeremy Vine:I would say yes, but our
Jeremy Vine:only because that would have been
Jeremy Vine:the dynamic that a lot of the younger
Jeremy Vine:groups have, and the older editions
Jeremy Vine:were aimed at a lot of younger players
Jeremy Vine:that those players are still playing.
Jeremy Vine:Now.
Jeremy Vine:I think a lot of those players have
Jeremy Vine:matured and they may still have the
Jeremy Vine:adversarial nature to it, but there was
Jeremy Vine:a somewhat, I mean, you said adversarial,
Jeremy Vine:that's probably the best way that the
Jeremy Vine:DM was trying to kill the players.
Jeremy Vine:And I think occasionally that was just
Jeremy Vine:because the older editions will hide.
Jeremy Vine:It wasn't that you were
Jeremy Vine:trying to kill the players.
Jeremy Vine:It's just, they were a lot less forgiving
Jeremy Vine:when it came to errors and mistakes.
Jeremy Vine:That if you fail to say, if there was
Jeremy Vine:a chance that you would just die flat
Jeremy Vine:out and that wasn't the DM trying to
Jeremy Vine:kill you, it was just the situation.
Jeremy Vine:It's like, we, they wanted you to know
Jeremy Vine:that you're in an incredibly deadly world.
Jeremy Vine:I'm just reading Appendix N by, um,
Jeremy Vine:Peter Bebergal, which is a collection
Jeremy Vine:of all the, some of the short stories
Jeremy Vine:that inspired Gygax originally.
Jeremy Vine:And one of them is a Robert Howard,
Jeremy Vine:uh, The Tower of the Elephant, which
Jeremy Vine:is very, very Dungeons & Dragons.
Jeremy Vine:It's Conan, and I think one of the
Jeremy Vine:first Conan the Barbarian stories of him
Jeremy Vine:breaking into this tower, and he goes in
Jeremy Vine:with a master thief who dies flat out,
Jeremy Vine:like he just tripped a trap and he's dead.
Jeremy Vine:Basically just failed a saving
Jeremy Vine:throw and died immediately.
Jeremy Vine:And this was someone who you
Jeremy Vine:could theoretically say is like a
Jeremy Vine:level 10 character, because he's
Jeremy Vine:quite skilled up until that point.
Jeremy Vine:But it's that idea that some things
Jeremy Vine:that your character is fragile.
Jeremy Vine:And I think that's what older editions
Jeremy Vine:were trying to get the sense of, that
Jeremy Vine:you can be very powerful, you can
Jeremy Vine:have all the magic in the world, but
Jeremy Vine:if you are incautious, if you don't
Jeremy Vine:really notice everything around you,
Jeremy Vine:if you don't think like you actually
Jeremy Vine:would, in that situation, the world
Jeremy Vine:can kill you with a, in a heartbeat.
Jeremy Vine:But I do also feel that there
Jeremy Vine:were a number of dungeon masters
Jeremy Vine:who went, this is a great way
Jeremy Vine:of ruining all the friends fun.
Jeremy Vine:This is just me versus them.
Jeremy Vine:I'm, I've got all the monsters,
Jeremy Vine:the monsters are on my side.
Jeremy Vine:I want to smash them, but they
Jeremy Vine:are powerful too and they'll
Jeremy Vine:be able to smash me back.
Jeremy Vine:So it became more like getting the
Jeremy Vine:action figures and smashing them
Jeremy Vine:together, like a transformers movie.
Jeremy Vine:And I didn't see anything
Jeremy Vine:wrong with that style of play.
Jeremy Vine:I think that can be really fun.
Jeremy Vine:There are a number of times where
Jeremy Vine:I've run games like that, where
Jeremy Vine:I'm just like, I'm going to throw
Jeremy Vine:a dragon at you at fifth level.
Jeremy Vine:Let's see if he can take it.
Jeremy Vine:Let's see what happens.
Jeremy Vine:But yeah, I think older editions were sort
Jeremy Vine:of much more suited to that sort of play.
Jeremy Vine:And I think exploits certainly like
Jeremy Vine:this one would be ones that play as in
Jeremy Vine:those games would want to come up with.
Jeremy Vine:It's like kind of defeating the dungeon
Jeremy Vine:master through the rules is more of a
Jeremy Vine:puzzle than just defeating the monsters.
Lucas:Well, talking of DMs,
Lucas:let's talk about the quantum ogre.
Jeremy Vine:I encountered this idea
Jeremy Vine:of the quantum ogre quite a long time
Jeremy Vine:ago when I was looking at, I think
Jeremy Vine:it was a second edition of creative
Jeremy Vine:campaigning book where they just
Jeremy Vine:talk about game design in general
Jeremy Vine:and how to plan adventures and how to
Jeremy Vine:organize your encounters essentially.
Jeremy Vine:And the quantum ogre is the idea
Jeremy Vine:that no matter where the party goes,
Jeremy Vine:no matter what route they take,
Jeremy Vine:they're always going to encounter.
Jeremy Vine:Like, they can go by the waterfall.
Jeremy Vine:They can go through the woods, they
Jeremy Vine:can go, they can organize a cart
Jeremy Vine:and to take them, to the capitol.
Jeremy Vine:It doesn't matter where they go,
Jeremy Vine:there's going to be an ogre on the way.
Jeremy Vine:And sometimes that ogre might be
Jeremy Vine:swimming in the, in the river that
Jeremy Vine:ogre might be coming down the mountain
Jeremy Vine:that ogre might just be lying in wait.
Jeremy Vine:Sometimes if it's poorly planned that
Jeremy Vine:ogre might just be standing in the
Jeremy Vine:middle of the road waiting for them.
Jeremy Vine:But it is something that I, uh,
Jeremy Vine:I feel that it's probably because
Jeremy Vine:I'm a professional dungeon master.
Jeremy Vine:I'm having to prep a lot
Jeremy Vine:of games a lot of the time.
Jeremy Vine:And sometimes it's a lot easier just
Jeremy Vine:to have an, uh, an encounter ready.
Jeremy Vine:And it's usually when your
Jeremy Vine:traveling from one place to
Jeremy Vine:another, it could be anywhere.
Jeremy Vine:It could be going through a
Jeremy Vine:dungeon, but it's an event.
Jeremy Vine:It's an encounter that the dungeon master
Jeremy Vine:needs to happen for whatever reason.
Jeremy Vine:But where it occurs is less important.
Jeremy Vine:Uh, it just needs to be somewhere.
Jarrod Jahoda:So the quantum ogre
Jarrod Jahoda:to me is essentially like you have a
Jarrod Jahoda:monster in your head that the party
Jarrod Jahoda:needs to fight for one reason or another.
Jarrod Jahoda:And it doesn't matter what the party
Jarrod Jahoda:chooses to do, where they choose to go,
Jarrod Jahoda:they're going to fight that monster.
Rebecca Gray:From what I know of
Rebecca Gray:quantum ogre, it is essentially
Rebecca Gray:similar to, Schrodinger's cat.
Rebecca Gray:This is something that
Rebecca Gray:will happen no matter what.
Rebecca Gray:It is "this ogre exists
Rebecca Gray:and does not exist."
Rebecca Gray:And as a DM, I don't care if an
Rebecca Gray:ogre wouldn't naturally be here.
Rebecca Gray:You're fighting an ogre now."
Jarrod Jahoda:It is a
Jarrod Jahoda:form of Schrodinger's cat.
Jarrod Jahoda:Yeah.
Jarrod Jahoda:Which if any of your listeners don't
Jarrod Jahoda:know is the idea that if you lock a
Jarrod Jahoda:cat in a box with a vial of poison
Jarrod Jahoda:that is set to go off at a random
Jarrod Jahoda:time, at any point in time the cat can
Jarrod Jahoda:be thought of as both alive and dead.
Lucas:I think you might be one of the
Lucas:people who's most qualified to answer why
Lucas:it's called the quantum ogre specifically.
Jarrod Jahoda:Well, so in, in
Jarrod Jahoda:physics, the idea of quantum state
Jarrod Jahoda:or quantum flux is that something
Jarrod Jahoda:exists everywhere in every possible
Jarrod Jahoda:way until it's observed because
Jarrod Jahoda:you don't know until it's observed.
Jarrod Jahoda:And so that's the idea with this ogre.
Jarrod Jahoda:It could be anywhere and everywhere
Jarrod Jahoda:until it's triggered by the DM.
Jarrod Jahoda:So that's really the idea of it.
Lucas:Yeah, Quantum does seem to be
Lucas:one of those words that's almost like
Lucas:a free pass, like a get out of jail
Lucas:free card for science fiction writers.
Lucas:Like put quantum in front of it, that
Lucas:makes it cool and interesting, but I
Lucas:feel like we've, this is one of those
Lucas:cases in which it's applied in the sense
Lucas:in which it's understood in physics.
Lucas:Is that right?
Jarrod Jahoda:I believe it is.
Jarrod Jahoda:Yeah.
Jarrod Jahoda:There's a great line in a Futurama
Jarrod Jahoda:episode, actually, where they're
Jarrod Jahoda:watching like races of like quantum
Jarrod Jahoda:sized horses or something like that.
Jarrod Jahoda:And they announced, oh,
Jarrod Jahoda:this guy is the winner.
Jarrod Jahoda:And professor Farnsworth goes crazy.
Jarrod Jahoda:He's like, ah, you change the
Jarrod Jahoda:results by observing them.
Jarrod Jahoda:That's not fair.
Jarrod Jahoda:Which is exactly what
Jarrod Jahoda:happens in quantum physics.
Lucas:And this is part and
Lucas:parcel with a conversation about
Lucas:railroading as a DM, which I'm sure
Lucas:we could do an entire podcast on.
Lucas:Given the, uh, railroading is
Lucas:reducing player agency, how much
Lucas:do you rely on the quantum ogre?
Lucas:And if you do then, then
Lucas:what's the argument there.
Danilo Vujevic:D&D is hard.
Danilo Vujevic:The more I play, the more I talk about
Danilo Vujevic:it, the more I talked to other people
Danilo Vujevic:about it and have new perspectives on
Danilo Vujevic:it and have discussions like this, the
Danilo Vujevic:more I'm like man, to do it consistently.
Danilo Vujevic:Well, however many people you
Danilo Vujevic:have around the table is hard.
Danilo Vujevic:And this is one of those things that
Danilo Vujevic:makes it hard is trying to understand
Danilo Vujevic:where you can or where you should do
Danilo Vujevic:something like the quantum ogre as a DM.
Danilo Vujevic:And this, it's one of these things that
Danilo Vujevic:comes with funnily enough experience
Danilo Vujevic:and knowing when it's okay to do
Danilo Vujevic:it, knowing when your players might
Danilo Vujevic:spot it, but knowing that they'll
Danilo Vujevic:be okay, cause they trust you as
Danilo Vujevic:the DM, that it kind of makes sense.
Danilo Vujevic:And they're okay to go with the
Danilo Vujevic:journey on you and don't go, oh,
Danilo Vujevic:you, you know, kick up a fuss.
Danilo Vujevic:When in reality you're all
Danilo Vujevic:there for a good story.
Danilo Vujevic:And you got to trust the DM
Danilo Vujevic:to give you a good story.
Danilo Vujevic:That is the nuance that is just so
Danilo Vujevic:outside of my, you need decades and
Danilo Vujevic:decades of actively doing these things
Danilo Vujevic:to really be able to have a good take
Danilo Vujevic:on any given situation when you might
Danilo Vujevic:need to utilize the quantum ogre, um,
Danilo Vujevic:That is my get out of jail free card,
Lucas:No, I
Lucas:love it.
Danilo Vujevic:How can anybody do that
Danilo Vujevic:consistently all the time and make these
Danilo Vujevic:micro macro decisions that have micro
Danilo Vujevic:macro impacts when you're trying to
Danilo Vujevic:manage the expectations of however many
Danilo Vujevic:people, including your own at the table?
Danilo Vujevic:It's difficult.
Danilo Vujevic:And it's my main defense to any player
Danilo Vujevic:ever is like, the thing that we're doing
Danilo Vujevic:might seem easy, but in reality is hard.
Danilo Vujevic:So if you're having fun well done
Danilo Vujevic:because it's hard and, and the, and the
Danilo Vujevic:quantum ogre is a very, very, very good
Danilo Vujevic:example of what makes it hard for us.
Jarrod Jahoda:and people argue that,
Jarrod Jahoda:oh, it takes away player agency and
Jarrod Jahoda:it alters the true like idea of free
Jarrod Jahoda:will and choice within the game.
Jarrod Jahoda:And to a degree, I agree with that
Jarrod Jahoda:sentiment, but also there are things
Jarrod Jahoda:that just need to happen in the game.
Jarrod Jahoda:Otherwise you're just going to
Jarrod Jahoda:be narrating a bunch of NPCs at a
Jarrod Jahoda:bar, every game session, you know?
Jarrod Jahoda:So I do use quantum ogres for specific
Jarrod Jahoda:plot points for like random encounters.
Jarrod Jahoda:I don't do that kind of stuff.
Jarrod Jahoda:Like.
Jarrod Jahoda:Smart about how they travel through the
Jarrod Jahoda:wilderness or through the town or the
Jarrod Jahoda:track bad guy or whatever they're doing.
Jarrod Jahoda:If they're smart about it and they
Jarrod Jahoda:roll well, I'm going to reward that.
Jarrod Jahoda:And sometimes they
Jarrod Jahoda:don't even need to roll.
Jarrod Jahoda:Like if they come up with a brilliant
Jarrod Jahoda:idea, just like in their head and
Jarrod Jahoda:they're like, oh, we want to use
Jarrod Jahoda:this crazy thing that I know exists.
Jarrod Jahoda:And I'm like, you know,
Jarrod Jahoda:that's real world enough.
Jarrod Jahoda:And you obviously know
Jarrod Jahoda:what you're talking about.
Jarrod Jahoda:So sure.
Jarrod Jahoda:It works.
Jarrod Jahoda:It just works because, you
Jarrod Jahoda:know, I didn't think of that.
Jarrod Jahoda:But specific plot point creatures,
Jarrod Jahoda:monsters, and NPCs, bad guys, whatever.
Jarrod Jahoda:I think they really need to be
Jarrod Jahoda:fought or at least encountered,
Jarrod Jahoda:maybe not, maybe they can talk them
Jarrod Jahoda:down or convince them to help them
Jarrod Jahoda:or whatever they're going to do.
Jarrod Jahoda:So I don't use them in the, like, you
Jarrod Jahoda:have to fight and kill this thing.
Jarrod Jahoda:I'm like you have to encounter it,
Steve Myers:I feel like it's just
Steve Myers:natural because sometimes when
Steve Myers:you're DM-ing, it is nice to prepare.
Steve Myers:And if your players are like, well,
Steve Myers:no, we're going to go on the fly and
Steve Myers:do something completely different than.
Steve Myers:what am I supposed to do?
Steve Myers:You asked me to come in,
Steve Myers:you've asked me to run a game.
Steve Myers:I'm trying to play a
Steve Myers:game that's fun for you.
Steve Myers:I have all of the stat blocks
Steve Myers:for this specific thing.
Steve Myers:I had the entire fight planned out.
Steve Myers:Guys, we're going in that direction.
Steve Myers:Sorry, It's not meant to be mean.
Steve Myers:It's just, I think that sometimes
Steve Myers:you as a DM get stuck in these,
Steve Myers:well, this is what we're going to do.
Steve Myers:Yeah.
Steve Myers:I I'm bad about that.
Steve Myers:I think a lot of times where I draw, so
Steve Myers:I I'm terrible when it comes to DMing.
Steve Myers:Cause I plan nothing.
Steve Myers:And then I just will randomly grab stuff.
Steve Myers:But when I did plan things,
Steve Myers:this is what I would do.
Steve Myers:And then people would get mad about,
Steve Myers:well, I don't want to have to fight
Steve Myers:that they wouldn't be in here.
Steve Myers:What is a sand dragon doing in the ocean?
Steve Myers:I don't know guys, if you
Steve Myers:tell me why it's there.
Steve Myers:I
Lucas:That's what I had.
Steve Myers:yeah, that's
Steve Myers:what I got for the high.
Steve Myers:I told you where the
Steve Myers:campaign was starting.
Steve Myers:You guys decided to board a boat.
Steve Myers:I don't, do you guys want from me?
Rebecca Gray:Yeah.
Rebecca Gray:I think that that quantum ogre is, is
Rebecca Gray:something that every DM does at least
Rebecca Gray:once, because, I've got this really cool
Rebecca Gray:encounter and I really want to do it!"
Rebecca Gray:But sometimes players are
Rebecca Gray:difficult because they, they
Rebecca Gray:decide to do what they want to.
Steve Myers:I think it's, again, the
Steve Myers:part of that adversarial role is that you,
Steve Myers:as a DM have set the limits and now I'm
Steve Myers:going to test them and I'm going to push
Steve Myers:the boundaries on that and make it, so
Steve Myers:that way it's fun for me because you've
Steve Myers:said, Hey, this is where we're going.
Steve Myers:And I'm like, ah, yeah, but I'm
Steve Myers:going to make it more difficult for
Steve Myers:you to do what you have planned.
Lucas:The quantum ogre does tend to get a
Lucas:bad rap in it for exactly the same reasons
Lucas:that railroading or the idea of like
Lucas:leading the players along on adventure
Lucas:path in this supposedly open-world
Lucas:game, that prioritizes player choice.
Lucas:We've brought up a couple of
Lucas:reasons why railroading might not
Lucas:deserve the reputation that I get.
Rebecca Gray:As a player, I
Rebecca Gray:try to railroad other players.
Steve Myers:I was going to say, I,
Steve Myers:I, as a player, I try and cooperate
Steve Myers:with the DM as much as possible.
Rebecca Gray:Steve will um, we played
Rebecca Gray:in a Pathfinder game where you know,
Rebecca Gray:there's this basin of obviously cursed
Rebecca Gray:water and look at this basin of obviously
Rebecca Gray:cursed water and we're like, Yeah.
Rebecca Gray:we're not going to do anything that bad.
Rebecca Gray:Thanks.
Rebecca Gray:Bye.
Rebecca Gray:And Steven.
Steve Myers:You know what, not
Steve Myers:only am I going to drink out of it,
Steve Myers:I'm going to bathe in it, splash
Steve Myers:it on my face, clean myself up.
Steve Myers:But I think that I, I tend to
Steve Myers:be rewarded for doing that.
Steve Myers:Like the DM is understanding and
Steve Myers:makes my character not more of an
Steve Myers:integral part of everything, but.
Steve Myers:Lets me in on like details, you
Steve Myers:know, like, I went through and I
Steve Myers:drank that water and I learned all
Steve Myers:of the stuff about that curse water
Steve Myers:and the curse that was put on me.
Steve Myers:It gave the DM the ability to use me as
Steve Myers:a vessel to help further the plot, which
Steve Myers:made me an integral part of the story.
Steve Myers:Even though I didn't actually matter.
Steve Myers:just, think that you have to do that.
Steve Myers:Sometimes railroading is not as
Steve Myers:bad as everyone makes it out to be.
Steve Myers:I think it is okay to try and test the
Steve Myers:limits of your world and see where the
Steve Myers:egg is and find where the horizon is
Steve Myers:and see where everything drops out.
Steve Myers:But then also be willing to play in the
Steve Myers:space that you're given, just because
Steve Myers:it's a sandbox doesn't mean you need
Steve Myers:to, you know, every corner of it you
Steve Myers:can in the world, if you can cooperate.
Rebecca Gray:I think railroading also
Rebecca Gray:gets a bad rap because are people who
Rebecca Gray:railroad wrong in, in that I can railroad.
Rebecca Gray:Giving you the option of choice,
Rebecca Gray:like quantum ogre you can go left.
Rebecca Gray:Or you can go, right.
Rebecca Gray:But either way you are
Rebecca Gray:still going straight.
Rebecca Gray:I have only actually prepared this one
Rebecca Gray:path, but I'm pretending that you can
Rebecca Gray:actually branch out and do other things.
Rebecca Gray:There are some people who go, no,
Rebecca Gray:it's this one thing, no matter
Rebecca Gray:what, I'm not going to show
Rebecca Gray:you any, any form of, choice.
Rebecca Gray:And if your character walks
Rebecca Gray:south, then they'll die.
Steve Myers:because
Rebecca Gray:your actual direction,
Rebecca Gray:you guys need to go is north.
Rebecca Gray:So you.
Rebecca Gray:Physically walked south anymore.
Rebecca Gray:Sometimes if your DM is building
Rebecca Gray:on your backstories and creating
Rebecca Gray:a world involving you, it doesn't
Rebecca Gray:feel like you're being railroaded.
Rebecca Gray:You're obviously being manipulated.
Rebecca Gray:They're obviously using your entire
Rebecca Gray:story to make the story about you taking
Rebecca Gray:away some of your agency, but you don't
Rebecca Gray:feel that way because you're invested.
Rebecca Gray:Whereas other DMs, you know,
Rebecca Gray:make everything about them,
Lucas:right.
Lucas:Yeah.
Lucas:So, so the better version of this
Lucas:is lead me to the plot rather than.
Lucas:You know,
Lucas:uh,
Rebecca Gray:plot on me.
Lucas:right.
Lucas:Yeah.
Lucas:Yeah.
Lucas:It's a kind of, it's a kind
Lucas:of game design jujitsu.
Steve Myers:I think, yeah, because you
Steve Myers:will run into players who are problematic
Steve Myers:and don't want the plot thrust upon them
Steve Myers:no matter what, who were like, well,
Steve Myers:I'm a loner I'm not a part of anything.
Steve Myers:And I don't have a reason to be
Lucas:wrong in a game
Lucas:about party dynamics.
Steve Myers:Just one little thing,
Lucas:Yeah.
Lucas:I call it buying the ticket.
Rebecca Gray:that's good.
Jeremy Vine:Now I get why people say is
Jeremy Vine:around already thing because it basically
Jeremy Vine:it's taking away that player agency of
Jeremy Vine:it doesn't matter which direction we go.
Jeremy Vine:We're still going to encounter the ogre.
Jeremy Vine:I don't always see that as
Jeremy Vine:true, because if you it's always
Jeremy Vine:that I leave it as the doubt.
Jeremy Vine:It's like, if you take in the
Jeremy Vine:road, maybe you wouldn't have
Jeremy Vine:encountered the banners, but you did.
Jeremy Vine:You took the ocean.
Jeremy Vine:So you encountered the pirates instead,
Jeremy Vine:and it's the same, same encounter,
Jeremy Vine:but why mechanically it's the same
Jeremy Vine:encounter, but the reasons why
Jeremy Vine:it's happening is always different.
Jeremy Vine:Um, and I do like to see it in
Jeremy Vine:a little bit, like you don't
Jeremy Vine:just have them out of nowhere.
Jeremy Vine:If somebody says, oh yeah,
Jeremy Vine:we need to go by boat.
Jeremy Vine:It's like, oh, you better watch out for
Jeremy Vine:the pirates then it's like, yeah, you
Jeremy Vine:got to encounter the pirates because
Jeremy Vine:that's kind of what you'd expect.
Lucas:yeah.
Lucas:That's Chekhov's gun.
Lucas:Uh,
Jeremy Vine:Well, let them know that
Jeremy Vine:there might be pirates ahead of time and
Lucas:is essentially the same as
Lucas:being like, there's gotta be pirates.
Jeremy Vine:Yeah.
Jeremy Vine:And again, if I had to choose the road,
Jeremy Vine:it's like, well, watch half abandons.
Jeremy Vine:And honestly, do you probably would
Jeremy Vine:say that no matter what, because the
Jeremy Vine:chances are, they might be bandits.
Lucas:Yep.
Lucas:This is a dangerous
Lucas:world and, uh, it will eat
Jeremy Vine:Yeah.
Danilo Vujevic:The example I had in
Danilo Vujevic:this instance, it was the destination,
Danilo Vujevic:uh, end of a waterfall, my players
Danilo Vujevic:missing misinterpreted a map.
Danilo Vujevic:They could have gone down path A,
Danilo Vujevic:which is the correct air quotes path.
Danilo Vujevic:Or they could have gone down path B,
Danilo Vujevic:which is anywhere else in the world.
Danilo Vujevic:they misinterpreted the admittedly
Danilo Vujevic:poorly, uh, drawn map that I provided
Danilo Vujevic:them and they went down path B and my
Danilo Vujevic:quandary, then there's a DM was like,
Danilo Vujevic:okay, Did they just want that aimlessly
Danilo Vujevic:for the next, however many hours in
Danilo Vujevic:game, but then that's, then the world
Danilo Vujevic:is real and they've just been lost.
Danilo Vujevic:And that kind of makes sense.
Danilo Vujevic:And it's punishment for them.
Danilo Vujevic:And it makes sense.
Danilo Vujevic:And they use resources, which is
Danilo Vujevic:like an account in and of itself.
Danilo Vujevic:And all these other things are spinning
Danilo Vujevic:around, but then on the other, uh,
Danilo Vujevic:but then on the other hand, it's
Danilo Vujevic:like, that's boring and that's, maybe
Danilo Vujevic:that's not really fun then maybe they
Danilo Vujevic:won't enjoy that kind of playstyle.
Danilo Vujevic:Maybe it doesn't really add
Danilo Vujevic:anything to the game that they
Danilo Vujevic:you've got lost for four hours.
Danilo Vujevic:And maybe I should just give them
Danilo Vujevic:that sense of achievement that, that
Danilo Vujevic:you've found the right way in the end.
Danilo Vujevic:I heard on my, my first response,
Danilo Vujevic:which was no, you just get
Danilo Vujevic:lost in this hot sweaty jungle.
Danilo Vujevic:That's gross and you're tired and
Danilo Vujevic:you want to go home until you realize
Danilo Vujevic:eventually couple of successful
Danilo Vujevic:checks, a couple of successful hours
Danilo Vujevic:later, you've gone the wrong way.
Danilo Vujevic:Backtrack you go.
Danilo Vujevic:And the players learn a
Danilo Vujevic:lesson, I suppose, which is.
Lucas:Thanks for listening
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Jeremy Vine:I'm Jeremy Vine, I'm
Jeremy Vine:a professional dungeon master.
Jeremy Vine:You can find me on social media on
Jeremy Vine:Twitter at Talumin, T A L U M I N,
Jeremy Vine:or you can listen to my podcasts
Jeremy Vine:Tell Me About Your D&D Character,
Jeremy Vine:which is on SoundCloud or D&D and TV
Jarrod Jahoda:My name is Jarrod Jahoda,
Jarrod Jahoda:and you can find me on any podcast
Jarrod Jahoda:platform under Mid-level Adventurers.
Jarrod Jahoda:I'm one half of the creative team.
Jarrod Jahoda:Matt is the other half, or you can
Jarrod Jahoda:catch Matt and I on Newly Forged,
Jarrod Jahoda:which is our Twitch stream D&D game.
Jarrod Jahoda:It's a homebrew game set in a
Jarrod Jahoda:post-apocalyptic magical world.
Jarrod Jahoda:And, uh, you can follow us on
Jarrod Jahoda:Instagram, Twitter at mid LVL
Jarrod Jahoda:adventure to keep updated.
Jarrod Jahoda:And we've recently started releasing
Jarrod Jahoda:our podcast episodes on YouTube as well.
Danilo Vujevic:I'm Danilo, the
Danilo Vujevic:host/producer/editor of Thinking
Danilo Vujevic:Critically, a D&D discussion podcast
Danilo Vujevic:where we take a single word or
Danilo Vujevic:topic and discuss what it means in
Danilo Vujevic:the D&D and wider TTRPG framework.
Danilo Vujevic:that has been going on now for almost 65
Danilo Vujevic:episodes and a year and a bit weekly drops
Danilo Vujevic:everything from your esoteric, left-field,
Danilo Vujevic:weird things that you would never
Danilo Vujevic:attribute to D&D all the way to encounters
Danilo Vujevic:and experience, and much more obvious
Danilo Vujevic:topics, including soft skills, such as
Danilo Vujevic:friendship and social and meta things such
Danilo Vujevic:as podcasts, which was a weird itself.
Danilo Vujevic:Naval Naval gazing.
Danilo Vujevic:One to record.
Rebecca Gray:Hello, I'm Rebecca
Steve Myers:and I'm Steven.
Rebecca Gray:And we are from A
Rebecca Gray:House Sivis Broadcasting Eberron
Rebecca Gray:A Chronicle of Echoes podcast.
Rebecca Gray:It's a very different kind of podcast.
Rebecca Gray:We're a little bit scripted, a little
Rebecca Gray:bit improv and a whole lot of fun.
Rebecca Gray:So we hope that you'll stop in
Rebecca Gray:and check us out and find out what
Rebecca Gray:it's like when D&D meets radio.
Lucas:We'll be back next week.