Chance Rolls in Dungeons & Dragons May Assist You Become a More Effective DM
In my role as a DM, I usually shied away from extensive use of luck during my Dungeons & Dragons sessions. My preference was for narrative flow and what happened in a game to be shaped by player choice as opposed to random chance. That said, I opted to try something different, and I'm very glad I did.
The Spark: Watching an Improvised Tool
A popular streamed game showcases a DM who frequently requests "luck rolls" from the players. He does this by selecting a type of die and outlining possible results contingent on the roll. While it's essentially no distinct from using a random table, these are devised spontaneously when a character's decision has no obvious conclusion.
I chose to experiment with this approach at my own game, primarily because it seemed interesting and provided a break from my standard routine. The outcome were eye-opening, prompting me to reflect on the ongoing balance between pre-determination and randomization in a roleplaying game.
A Memorable Session Moment
At a session, my party had concluded a city-wide fight. Afterwards, a cleric character inquired after two key NPCs—a sibling duo—had lived. In place of picking a fate, I asked for a roll. I instructed the player to roll a d20. The possible results were: on a 1-4, both would perish; on a 5-9, a single one succumbed; on a 10+, they survived.
Fate decreed a 4. This resulted in a incredibly poignant sequence where the adventurers came upon the bodies of their allies, still united in their final moments. The party conducted last rites, which was particularly significant due to prior character interactions. In a concluding reward, I decided that the NPCs' bodies were suddenly transformed, showing a spell-storing object. I randomized, the item's contained spell was precisely what the party lacked to address another major quest obstacle. It's impossible to script these kinds of magical coincidences.
Improving Your Improvisation
This experience led me to ponder if chance and spontaneity are actually the core of tabletop RPGs. While you are a meticulously planning DM, your skill to pivot can rust. Adventurers often excel at ignoring the most detailed narratives. Therefore, a effective DM must be able to pivot effectively and create details on the fly.
Employing similar mechanics is a excellent way to practice these skills without going completely outside your preparation. The strategy is to apply them for minor situations that don't fundamentally change the campaign's main plot. To illustrate, I would avoid using 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 critical event unfolds.
Strengthening Player Agency
This technique also works to keep players engaged and foster the impression that the adventure is responsive, evolving based on their actions immediately. It reduces the feeling that they are merely pawns in a DM's sole narrative, thereby enhancing the shared nature of roleplaying.
Randomization has always been embedded in the game's DNA. The game's roots were enamored with encounter generators, which suited a game focused on dungeon crawling. While current D&D often focuses on plot-driven play, leading many DMs to feel they require detailed plans, that may not be the required method.
Achieving the Healthy Equilibrium
There is absolutely no problem with being prepared. However, equally valid nothing wrong with relinquishing control and letting the whim of chance to guide minor details instead of you. Authority is a big aspect of a DM's responsibilities. We require it to facilitate play, yet we often struggle to give some up, at times when doing so might improve the game.
A piece of advice is this: Don't be afraid of letting go of the reins. Embrace a little randomness for minor story elements. You might just discover that the surprising result is infinitely more rewarding than anything you could have scripted on your own.