In my role as a DM, I historically shied away from heavy use of luck during my tabletop roleplaying games. My preference was for the plot and session development to be shaped by character actions instead of random chance. Recently, I opted to alter my method, and I'm truly pleased with the outcome.
A well-known actual-play show showcases a DM who regularly calls for "chance rolls" from the players. This involves choosing a specific dice and defining potential outcomes based on the roll. It's essentially no distinct from using a pre-generated chart, these get invented in the moment when a character's decision has no predetermined resolution.
I decided to try this approach at my own session, mainly because it looked novel and offered a change from my standard routine. The experience were eye-opening, prompting me to reconsider the perennial dynamic between planning and randomization in a roleplaying game.
In a recent session, my group had concluded a large-scale battle. Later, a cleric character asked about two beloved NPCs—a sibling duo—had survived. Instead of deciding myself, I handed it over to chance. I instructed the player to make a twenty-sided die roll. The possible results were: on a 1-4, both were killed; a middling roll, a single one would die; on a 10+, they made it.
The die came up a 4. This resulted in a deeply moving sequence where the characters found the bodies of their companions, forever holding hands in their final moments. The group performed funeral rites, which was especially powerful due to prior roleplaying. In a concluding reward, I improvised that the NPCs' bodies were strangely transformed, showing a magical Prayer Bead. I randomized, the item's magical effect was precisely what the party needed to solve another major quest obstacle. It's impossible to plan this type of serendipitous moments.
This incident led me to ponder if improvisation and thinking on your feet are in fact the core of this game. While you are a meticulously planning DM, your improvisation muscles may atrophy. Groups often excel at upending the most carefully laid plots. Therefore, a good DM needs to be able to think quickly and fabricate content in the moment.
Utilizing similar mechanics is a excellent way to practice these talents without venturing too far outside your preparation. The key is to apply them for minor decisions that won't drastically alter the session's primary direction. For instance, I would not employ it to determine if the central plot figure is a secret enemy. However, I would consider using it to decide if the PCs arrive moments before a major incident takes place.
This technique also works to keep players engaged and foster the impression that the game world is responsive, shaping according to their decisions in real-time. It combats the feeling that they are merely pawns in a rigidly planned script, thereby bolstering the cooperative nature of roleplaying.
This philosophy has long been integral to the game's DNA. Original D&D were enamored with encounter generators, which fit a game focused on dungeon crawling. Although modern D&D often focuses on story and character, leading many DMs to feel they must prep extensively, that may not be the only path.
It is perfectly no issue with thorough preparation. Yet, there is also no problem with letting go and letting the dice to decide some things rather than you. Authority is a significant part of a DM's responsibilities. We use it to facilitate play, yet we can be reluctant to give some up, at times when doing so might improve the game.
The core suggestion is this: Don't be afraid of letting go of your plan. Embrace a little chance for inconsequential outcomes. The result could find that the unexpected outcome is far more powerful than anything you could have scripted by yourself.
Elara is a science writer and astronomer with a passion for unraveling cosmic mysteries and sharing insights with readers worldwide.