I was discussing with dimension314 about it, and decided to post the question since it seems he gets quite a few similar questions. The question was basically the best method for rendering with VBOs. The situation is that pretty much any tutorial you see will teach you how to render a single triangle, or a single cube, etc.... but there isn't a lot of information that discusses efficient rendering of multiple instances of any given VBO.
by way of example if you have a VBO template of a monster, but you need 20 monsters to be rendered. Does that warrent 20 different VBOs for each monster? seems inneficient and like it will quickly bog down with all the calls to opengl. So the discussion revolved around a practical example of VBOs being created, stored, cand called for many instances. Essentially buffers in greater context