Fateful Dice Rolls in Dungeons & Dragons Are Able to Aid You Become a Superior DM
As a game master, I usually shied away from extensive use of chance during my tabletop roleplaying sessions. My preference was for narrative flow and session development to be shaped by deliberate decisions as opposed to pure luck. However, I chose to change my approach, and I'm very pleased with the outcome.
The Catalyst: Observing an Improvised Tool
A well-known actual-play show utilizes a DM who regularly calls for "chance rolls" from the adventurers. He does this by choosing a type of die and defining consequences tied to the number. While it's essentially no unlike consulting a random table, these are created in the moment when a character's decision doesn't have a predetermined outcome.
I chose to experiment with this approach at my own table, mostly because it seemed engaging and offered a break from my usual habits. The experience were eye-opening, prompting me to reconsider the often-debated dynamic between pre-determination and spontaneity in a D&D campaign.
A Memorable Session Moment
At a session, my party had survived a city-wide battle. Later, a cleric character inquired after two friendly NPCs—a sibling duo—had made it. Rather than picking a fate, I handed it over to chance. I asked the player to make a twenty-sided die roll. The possible results were: on a 1-4, both died; on a 5-9, a single one would die; on a 10+, they survived.
The player rolled a 4. This led to a deeply poignant moment where the adventurers came upon the bodies of their allies, forever holding hands in death. The party performed last rites, which was uniquely powerful due to prior story developments. As a parting touch, I chose that the NPCs' bodies were miraculously restored, containing a enchanted item. By chance, the item's magical effect was perfectly what the group lacked to resolve another critical story problem. It's impossible to script these kinds of serendipitous story beats.
Sharpening On-the-Spot Skills
This incident caused me to question if improvisation and spontaneity are in fact the essence of this game. Even if you are a prep-heavy DM, your improvisation muscles can rust. Players often find joy in derailing the most detailed plots. Therefore, a good DM needs to be able to adapt swiftly and create scenarios on the fly.
Employing similar mechanics is a great way to develop these abilities without venturing too far outside your preparation. The strategy is to use them for minor situations that have a limited impact on the overarching story. To illustrate, I would not employ it to determine if the main villain is a secret enemy. However, I would consider using it to decide if the party enter a room right after a critical event unfolds.
Enhancing Player Agency
Spontaneous randomization also works to keep players engaged and create the impression that the game world is responsive, progressing based on their actions as they play. It prevents the feeling that they are merely pawns in a pre-written narrative, thereby enhancing the collaborative foundation of storytelling.
This philosophy has historically been part of the original design. Early editions were filled with random tables, which suited a playstyle focused on dungeon crawling. Even though contemporary D&D tends to focuses on story and character, leading many DMs to feel they require detailed plans, it's not necessarily the only path.
Finding the Sweet Spot
Absolutely nothing wrong with thorough preparation. However, there is also nothing wrong with letting go and allowing the dice to decide some things rather than you. Authority is a big factor in a DM's responsibilities. We need it to run the game, yet we frequently find it hard to give some up, in situations where doing so might improve the game.
The core advice is this: Don't be afraid of temporarily losing the reins. Experiment with a little randomness for minor details. You might just find that the surprising result is significantly more memorable than anything you could have scripted on your own.