When I am a Dungeon Master, I usually avoided significant use of chance during my Dungeons & Dragons adventures. My preference was for story direction and what happened in a game to be shaped by character actions rather than random chance. Recently, I opted to try something different, and I'm incredibly happy with the result.
An influential streamed game features a DM who regularly requests "chance rolls" from the participants. This involves choosing a specific dice and defining possible results contingent on the number. While it's fundamentally no unlike rolling on a pre-generated chart, these are created in the moment when a player's action lacks a clear resolution.
I opted to test this method at my own session, primarily because it seemed interesting and provided a departure from my normal practice. The outcome were remarkable, prompting me to reconsider the perennial tension between preparation and randomization in a D&D campaign.
During one session, my players had just emerged from a city-wide conflict. When the dust settled, a cleric character asked about two beloved NPCs—a sibling duo—had survived. In place of choosing an outcome, I handed it over to chance. I instructed the player to roll a d20. I defined the outcomes as: a low roll, both would perish; a middling roll, a single one succumbed; a high roll, they survived.
The player rolled a 4. This resulted in a profoundly poignant moment where the party came upon the remains of their allies, still holding hands in death. The party conducted funeral rites, which was uniquely significant due to previous story developments. In a concluding reward, I improvised that the NPCs' bodies were miraculously transformed, containing a magical Prayer Bead. I randomized, the item's contained spell was exactly what the party required to address another critical situation. One just plan such magical story beats.
This event caused me to question if randomization and thinking on your feet are in fact the core of tabletop RPGs. Although you are a meticulously planning DM, your skill to pivot may atrophy. Players frequently find joy in derailing the most detailed narratives. Therefore, a effective DM needs to be able to adapt swiftly and invent details in real-time.
Utilizing luck rolls is a excellent way to develop these skills without venturing too far outside your preparation. The strategy is to use them for small-scale decisions that have a limited impact on the campaign's main plot. To illustrate, I wouldn't use it to determine if the king's advisor is a secret enemy. Instead, I might use it to decide whether the party arrive just in time to see a major incident takes place.
This technique also works to make players feel invested and foster the sensation that the adventure is dynamic, shaping in reaction to their choices in real-time. It reduces the feeling that they are merely pawns in a DM's sole narrative, thereby bolstering the collaborative foundation of the game.
This approach has historically been embedded in the core of D&D. The game's roots were enamored with charts, which made sense for a playstyle focused on treasure hunting. Even though current D&D tends to focuses on narrative and role-play, leading many DMs to feel they require detailed plans, this isn't always the only path.
There is absolutely no problem with doing your prep. But, there is also no problem with letting go and letting the rolls to decide some things instead of you. Authority is a big part of a DM's role. We need it to manage the world, yet we frequently find it hard to give some up, in situations where doing so can lead to great moments.
The core recommendation is this: Have no fear of temporarily losing your plan. Embrace a little improvisation for inconsequential outcomes. The result could find that the unexpected outcome is infinitely more memorable than anything you could have scripted on your own.
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