When I am a Dungeon Master, I historically shied away from extensive use of chance during my D&D sessions. I preferred was for the plot and what happened in a game to be determined by character actions instead of pure luck. However, I decided to change my approach, and I'm very pleased with the outcome.
A well-known actual-play show showcases a DM who regularly requests "luck rolls" from the players. He does this by selecting a polyhedral and assigning potential outcomes based on the result. While it's essentially no different from consulting a random table, these are created on the spot when a player's action doesn't have a obvious outcome.
I opted to test this technique at my own session, mainly because it seemed interesting and offered a departure from my normal practice. The results were fantastic, prompting me to reconsider the ongoing tension between planning and randomization in a tabletop session.
At a session, my party had survived a city-wide battle. When the dust settled, a cleric character asked about two key NPCs—a brother and sister—had lived. In place of picking a fate, I let the dice decide. I asked the player to make a twenty-sided die roll. The possible results were: a low roll, both died; a middling roll, only one would die; on a 10+, they made it.
The player rolled a 4. This resulted in a profoundly emotional moment where the party found the bodies of their companions, still clasped together in death. The cleric performed a ceremony, which was especially significant due to prior story developments. As a parting reward, I improvised that the NPCs' bodies were strangely restored, revealing a magical Prayer Bead. I randomized, the item's contained spell was exactly what the party needed to address another major story problem. It's impossible to script this type of magical story beats.
This experience led me to ponder if chance and spontaneity are in fact the beating heart of tabletop RPGs. Although you are a prep-heavy DM, your ability to adapt need exercise. Adventurers frequently find joy in upending the most detailed plots. Therefore, a skilled DM needs to be able to pivot effectively and invent scenarios in real-time.
Utilizing luck rolls is a excellent way to practice these abilities without venturing too far outside your comfort zone. The strategy is to apply them for low-stakes situations that have a limited impact on the campaign's main plot. For instance, I wouldn't use it to establish if the central plot figure is a secret enemy. But, I could use it to decide whether the characters reach a location just in time to see a critical event takes place.
This technique also serves to maintain tension and foster the sensation that the adventure is dynamic, evolving according to their decisions as they play. It reduces the sense that they are merely pawns in a DM's sole story, thereby strengthening the cooperative aspect of storytelling.
Randomization has historically been integral to the game's DNA. The game's roots were enamored with encounter generators, which fit a playstyle focused on dungeon crawling. Although contemporary D&D tends to focuses on story and character, leading many DMs to feel they must prep extensively, this isn't always the only path.
Absolutely no issue with being prepared. But, there is also no issue with relinquishing control and permitting the dice to decide some things rather than you. Control is a significant part of a DM's role. We need it to run the game, yet we often struggle to give some up, even when doing so can lead to great moments.
A piece of advice is this: Don't be afraid of temporarily losing the reins. Embrace a little chance for smaller details. The result could discover that the unexpected outcome is far more memorable than anything you could have scripted in advance.
A passionate writer and digital storyteller with over a decade of experience in content creation and blogging.