Chance Rolls in Dungeons & Dragons May Assist You Be a More Effective DM
As a DM, I traditionally avoided significant use of randomization during my tabletop roleplaying adventures. I preferred was for narrative flow and what happened in a game to be shaped by player choice as opposed to random chance. However, I opted to try something different, and I'm very glad I did.
The Spark: Seeing an Improvised Tool
A popular actual-play show showcases a DM who often asks for "fate rolls" from the adventurers. This involves choosing a type of die and defining consequences tied to the roll. While it's essentially no different from consulting a pre-generated chart, these are devised spontaneously when a course of events doesn't have a obvious conclusion.
I opted to test this technique at my own table, mostly because it seemed novel and presented a departure from my standard routine. The results were remarkable, prompting me to reconsider the perennial tension between pre-determination and spontaneity in a roleplaying game.
A Powerful In-Game Example
During one session, my players had just emerged from a large-scale conflict. When the dust settled, a player asked about two friendly NPCs—a brother and sister—had made it. In place of picking a fate, I let the dice decide. I asked the player to roll a d20. The stakes were: a low roll, both died; a middling roll, a single one succumbed; a high roll, they survived.
The die came up a 4. This triggered a profoundly poignant moment where the party discovered the remains of their companions, forever holding hands in death. The group conducted a ceremony, which was uniquely meaningful due to earlier story developments. As a final gesture, I chose that the NPCs' bodies were strangely restored, containing a spell-storing object. By chance, the item's contained spell was exactly what the party required to address another major situation. One just script these kinds of magical coincidences.
Improving Your Improvisation
This experience caused me to question if randomization and spontaneity are actually the essence of this game. Even if you are a detail-oriented DM, your skill to pivot may atrophy. Groups frequently find joy in derailing the most detailed plots. Therefore, a effective DM needs to be able to adapt swiftly and create content in the moment.
Employing on-the-spot randomization is a great way to practice these talents without venturing too far outside your comfort zone. The key is to apply them for small-scale decisions that don't fundamentally change the campaign's main plot. To illustrate, I would not employ it to establish if the main villain is a traitor. But, I might use it to figure out whether the party arrive right after a major incident takes place.
Enhancing Shared Narrative
Spontaneous randomization also works to make players feel invested and foster the sensation that the adventure is responsive, progressing according to their decisions in real-time. It prevents the perception that they are merely pawns in a rigidly planned story, thereby enhancing the collaborative nature of the game.
This philosophy has long been embedded in the core of D&D. Original D&D were enamored with random tables, which suited a game focused on treasure hunting. Even though contemporary D&D tends to prioritizes story and character, leading many DMs to feel they need exhaustive notes, this isn't always the only path.
Achieving the Sweet Spot
There is absolutely nothing wrong with thorough preparation. Yet, it's also fine no problem with letting go and letting the rolls to decide some things instead of you. Direction is a significant aspect of a DM's job. We require it to manage the world, yet we can be reluctant to cede it, even when doing so can lead to great moments.
My final advice is this: Have no fear of letting go of control. Try a little chance for minor outcomes. You might just discover that the organic story beat is far more memorable than anything you would have scripted in advance.