I (almost*) never use quantum ogres, if the players make a choice I will always try to make it a meaningful choice. There are, of course many times when things go as I had envisioned they would but its up to the players. If they go in an unexpected direction I'll improvise. I typically outline out an extra encounter or three with appropriate enemies but that's just a list of creatures with numbers to gave a medium or difficult encounter. Its one of the reasons I dislike online play, it's much more work to set up an encounter setting online.
They may still end up encountering the same enemies using the same stat blocks but presentation, attitude and options make a difference. For example a while back the characters had stopped in a city and the plan was to move on first thing. However, one of the players made some choices that long story short got them involved with the local thieves guild and suddenly the entire session revolved around events in the city. So the encounter with the gnolls the group I was planning on went out the window - so I used the stats for the gnolls for the local thugs and came up with a reason for them to behave like gnolls.
But I run a very open game, I don't have plots in mind I have NPCs and organizations and give them goals and desires that put them into a position to help or hinder the characters. Then we just see what happens. So yes the military commander will taunt the characters in the hope that they will attack so there is an excuse to have them arrested, but whether they attack is up to them. Their decision changes all sorts of downstream things. Meanwhile I fully expected them to enter the ancient temple to stop yet another ritual granting power to an ancient power. If they hadn't I would have figured out how much of a difference it made. But if they had chosen not to enter the ancient temple or had a way of stopping the ritual without a fight it simply wouldn't have happened.
*Because there's an exception to every rule.
They may still end up encountering the same enemies using the same stat blocks but presentation, attitude and options make a difference. For example a while back the characters had stopped in a city and the plan was to move on first thing. However, one of the players made some choices that long story short got them involved with the local thieves guild and suddenly the entire session revolved around events in the city. So the encounter with the gnolls the group I was planning on went out the window - so I used the stats for the gnolls for the local thugs and came up with a reason for them to behave like gnolls.
But I run a very open game, I don't have plots in mind I have NPCs and organizations and give them goals and desires that put them into a position to help or hinder the characters. Then we just see what happens. So yes the military commander will taunt the characters in the hope that they will attack so there is an excuse to have them arrested, but whether they attack is up to them. Their decision changes all sorts of downstream things. Meanwhile I fully expected them to enter the ancient temple to stop yet another ritual granting power to an ancient power. If they hadn't I would have figured out how much of a difference it made. But if they had chosen not to enter the ancient temple or had a way of stopping the ritual without a fight it simply wouldn't have happened.
*Because there's an exception to every rule.