Fateful Dice Rolls in Dungeons & Dragons May Assist You Be a Better DM
When I am a DM, I usually avoided significant use of chance during my D&D games. I preferred was for narrative flow and what happened in a game to be shaped by character actions rather than the roll of a die. That said, I decided to try something different, and I'm truly glad I did.
The Spark: Observing a Custom Mechanic
An influential actual-play show showcases a DM who regularly calls for "luck rolls" from the adventurers. The process entails picking a specific dice and assigning possible results based on the number. It's essentially no distinct from rolling on a random table, these are created in the moment when a course of events doesn't have a obvious conclusion.
I opted to test this approach at my own table, mostly because it appeared interesting and offered a break from my usual habits. The experience were eye-opening, prompting me to reconsider the ongoing dynamic between pre-determination and randomization in a roleplaying game.
A Powerful In-Game Example
During one session, my party had concluded a large-scale conflict. Afterwards, a player asked about two friendly NPCs—a pair—had lived. In place of choosing an outcome, I asked for a roll. I instructed the player to make a twenty-sided die roll. The stakes were: a low roll, both died; a middling roll, only one would die; on a 10+, they survived.
Fate decreed a 4. This triggered a incredibly moving sequence where the adventurers discovered the remains of their allies, still united in their final moments. The group conducted funeral rites, which was uniquely meaningful due to earlier character interactions. As a final gesture, I chose that the remains were suddenly restored, containing a spell-storing object. I randomized, the item's contained spell was perfectly what the group lacked to solve another critical situation. It's impossible to script this type of perfect moments.
Sharpening Your Improvisation
This event caused me to question if chance and making it up are actually the beating heart of tabletop RPGs. Even if you are a detail-oriented DM, your skill to pivot may atrophy. Groups often find joy in upending the best constructed plots. Therefore, a skilled DM needs to be able to pivot effectively and create scenarios on the fly.
Using similar mechanics is a excellent way to develop these skills without going completely outside your preparation. The key is to deploy them for minor situations that have a limited impact on the session's primary direction. As an example, I wouldn't use it to determine if the king's advisor is a secret enemy. But, I would consider using it to determine if the party enter a room just in time to see a key action unfolds.
Enhancing Shared Narrative
This technique also works to make players feel invested and foster the feeling that the game world is alive, progressing according to their actions immediately. It prevents the perception that they are merely characters in a pre-written narrative, thereby strengthening the cooperative foundation of storytelling.
This philosophy has always been part of the core of D&D. Early editions were filled with encounter generators, which suited a game focused on treasure hunting. While contemporary D&D tends to focuses on narrative and role-play, leading many DMs to feel they require detailed plans, that may not be the only path.
Striking the Right Balance
Absolutely nothing wrong with thorough preparation. But, equally valid nothing wrong with letting go and permitting the whim of chance to decide some things rather than you. Authority is a major aspect of a DM's responsibilities. We use it to facilitate play, yet we frequently find it hard to give some up, in situations where doing so can lead to great moments.
A piece of recommendation is this: Do not fear of letting go of the reins. Experiment with a little chance for minor outcomes. The result could discover that the unexpected outcome is far more powerful than anything you would have scripted on your own.