I want to add to this because it feels like discussion is getting hung up on the concept of the "door" as if it were always players standing before two physical doors deciding if they go left or right. Yes that can be the situation, but the "door" can be created organically based on making informed choices resulting from the eyes wide open application of free willed agency at the table.But this assumes that the player has information about the ogres, odds etc, and that's usually not the case. It's just 'there are two doors' or 'do you go left or right?' etc.
This could be as simple as the gm showing up with a "dungeon" created to a session where the players expect to arrive at the town they were traveling to. The GM has no freaking clue what the players are going to do once inside the city & frankly doesn't care.
- Players faff about for a session of shopping? ok that dungeon is still good next week.
- Players Look at the map & notice mountains. As a dwarf Bob is "interested in seeing mines" so deliberately ushers the group to the mining guild that just now exists or not the moment he asked to go find it i a fit of proactive agency. Even if they needed to travel a few hours down the road to the mining guild in the nearby speck of a village that likewise just got created because that seemed the best place for whatever reason. Bob gets there & tells the mining guild's guildmaster that this band of adventurers are looking for work... Tada!: the dungeon is an old semiprofitable mine that was taken over by magebred warbeasts during The Last War & there has been a standing offer of reward if anyone cleans it out so it can be brought back into use.
- Players Proactively declare they are going to march up to the mayor & ask if there are any jobs in & around town that need the application of a heavily armed band of serial killers (adventurers). Tada: The dungeon is a bandit hideout that has been plaguing trade from the east & the players need to go see the merchant guild for the details they have on the bandits because they know more about their problem (like where the dungeon is!) than he could possibly keep tabs on.
- Players passively demonstrate an abdication of agency by going to the bar & listen for nonspecific rumors to be spoon fed to them as passive observers? snore...: Most of the talk is about some monsters in the mountains
- Players actively demonstrate agency by going to a bar & buying some drinks for folks to search for contacts in the local thieve's guild with the expectation that they might need to prove their worth... Tada!: Dungeon is the hideout of a former guildmember who stole a bunch of sentimental stuff from VeryImportantPeople that violate the secret peace. Unfortunately him & his guys are quite powerful but have inconvenient ties to important people that would be problematic if the guards are allowed to solve the problems being caused by the violation. Tada!: The dungeon is reskinned with thieves & a pile of macguffins with a reward on them is planted... oh yea bring back the head of the former member & make sure the other bodies are burned to being unrecognizable because $GuildStuff.
- Players for some reason get a wild hair up their ass & seem certain that this town probably has a cult problem... sure whatever... Dungeon is good another week if not this one with some reskinning & the players need to do some investigative gumshoe work to find a cult that only exists because coincidentally the town is named similarly to one in a novel the GM never even heard of. A couple weeks later players are in awe over how incredibly well planted all of the clues were ahead of time since some of them even trace back to plotpoints ten sessions ago before they took a ship across the ocean to this town.
Informed choice is critical. All of the examples above have some level of players being aware of what they are getting into & nearly all of them even allow them a great deal of leeway to ask questions about the dungeon itself before they leave town. Without being informed to some degree it's just a random guess.But the question is - shouldn't the choice itself matter, informed or not?
Did the DM actually set up a fair choice? Or did he have a whatever you choose, oops there's an ogre scenario. I agree with @Maxperson that if it's the latter - that's railroading.
If the DM wants the PCs to fight the ogre - just have one door, that's linear but it's not railroading.
I can give an example of uninformed choice from a Frostmaiden game I'm in. For whatever reason the players didn't encounter one faction of the arcane brotherhood in $town while they were there. Months later a second faction show up to help the players with transportation somewhere they need to go fast & tags along till they spring their own quest to raid the necropolis but never really knows anything & is unable to answer any player questions. Players wander around netherese ruins cluelessly pointing at "lets try here" shapes on a map with no information about them & in frustration declare they are goin to nope out hoping to find some clues by doing something they heard about but never got to because of their useless npc "guide". Players start to leave & run into the first faction they never met who seems equally but differently useless & their original guide is now even more useless than before the two factions want the players to murder the other. Players watch one of their own turn into an aberration before their eyes & just declare a hard pass on the shitshow of uninformed blindness by teleporting out well outside the ten towns with a started goal of gathering information in $town that the GM states does a lot of trade in netherese artifacts. Players find nothing.. not even someone to speak to that doesn't know anything so continue on & try again in the next town. Players are chased by duergar they can't fight because of things they did. Players will eventually get back to the necropolis & seem to be leaning towards just slaughtering everyone to end the pain of a railroad where they need to find the right question to ask at the right time in the right place by sheer luck.
edit: This thread is moving quite fast & there were a lot of posts made while I was writing this to read through. In case it wasn't clear in the bullet points both the dungeon & in more than one case how the creatures inside it were reskinned were the quantum ogre.
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