Fateful Dice Rolls in Dungeons & Dragons May Assist You Become a Better DM
In my role as a DM, I historically steered clear of significant use of randomization during my tabletop roleplaying games. I preferred was for the plot and what happened in a game to be guided by character actions rather than pure luck. Recently, I decided to change my approach, and I'm very happy with the result.
The Catalyst: Observing a Custom Mechanic
A well-known podcast utilizes a DM who frequently calls for "chance rolls" from the players. He does this by picking a polyhedral and defining potential outcomes tied to the roll. While it's at its core no distinct from consulting a random table, these are created on the spot when a player's action doesn't have a predetermined resolution.
I decided to try this technique at my own table, primarily because it appeared interesting and offered a change from my standard routine. The results were remarkable, prompting me to reconsider the often-debated dynamic between pre-determination and improvisation in a D&D campaign.
A Memorable Session Moment
In a recent session, my group had concluded a massive fight. Later, a cleric character wondered if two key NPCs—a pair—had made it. In place of deciding myself, I handed it over to chance. I instructed the player to make a twenty-sided die roll. The stakes were: a low roll, both died; on a 5-9, only one succumbed; a high roll, they both lived.
The player rolled a 4. This resulted in a deeply moving moment where the characters discovered the remains of their companions, forever united in death. The group conducted funeral rites, which was uniquely significant due to earlier roleplaying. In a concluding touch, I decided that the remains were strangely transformed, containing a spell-storing object. I randomized, the bead's magical effect was exactly what the party required to solve another major story problem. It's impossible to script these kinds of magical story beats.
Sharpening Your Improvisation
This incident led me to ponder if improvisation and making it up are truly the beating heart of this game. Although you are a detail-oriented DM, your skill to pivot can rust. Players frequently take delight in derailing the best constructed plots. Therefore, a skilled DM has to be able to pivot effectively and fabricate content in real-time.
Using on-the-spot randomization is a great way to practice these skills without venturing too far outside your comfort zone. The strategy is to deploy them for minor situations that don't fundamentally change the session's primary direction. As an example, I would avoid using it to decide if the main villain is a traitor. But, I could use it to figure out if the PCs arrive right after a key action unfolds.
Empowering Player Agency
Luck rolls also works to make players feel invested and cultivate the feeling that the story is dynamic, evolving according to their actions in real-time. It reduces the feeling that they are merely pawns in a rigidly planned narrative, thereby strengthening the collaborative aspect of roleplaying.
Randomization has historically been integral to the game's DNA. Early editions were filled with charts, which fit a game focused on exploration. Although current D&D often prioritizes plot-driven play, leading many DMs to feel they need exhaustive notes, that may not be the best approach.
Striking the Sweet Spot
Absolutely nothing wrong with doing your prep. Yet, it's also fine no issue with letting go and letting the whim of chance to determine certain outcomes rather than you. Direction is a major part of a DM's role. We use it to run the game, yet we frequently find it hard to cede it, at times when doing so could be beneficial.
The core suggestion is this: Don't be afraid of relinquishing a bit of your plan. Embrace a little chance for smaller story elements. It may discover that the organic story beat is far more powerful than anything you would have planned in advance.