Fateful Dice Rolls in D&D Can Help You Be a Better DM
As a DM, I historically shied away from significant use of randomization during my tabletop roleplaying adventures. I tended was for the plot and what happened in a game to be guided by deliberate decisions rather than random chance. Recently, I opted to change my approach, and I'm truly glad I did.
The Catalyst: Seeing a Custom Mechanic
A well-known streamed game showcases a DM who frequently calls for "chance rolls" from the participants. The process entails choosing a type of die and defining possible results tied to the result. It's fundamentally no unlike consulting a pre-generated chart, these are devised in the moment when a player's action has no obvious resolution.
I decided to try this method at my own session, mainly because it appeared novel and presented a change from my standard routine. The outcome were fantastic, prompting me to think deeply about the perennial balance between pre-determination and randomization in a tabletop session.
An Emotional In-Game Example
During one session, my group had survived a large-scale fight. When the dust settled, a cleric character asked about two beloved NPCs—a brother and sister—had lived. Rather than choosing an outcome, I asked for a roll. I asked the player to make a twenty-sided die roll. The stakes were: a low roll, both were killed; a middling roll, only one would die; a high roll, they survived.
Fate decreed a 4. This resulted in a deeply emotional scene where the adventurers discovered the bodies of their companions, still holding hands in death. The party performed a ceremony, which was especially significant due to prior roleplaying. As a final touch, I chose that the forms were miraculously restored, containing a magical Prayer Bead. I randomized, the bead's contained spell was precisely what the group required to solve another critical story problem. It's impossible to orchestrate this type of serendipitous moments.
Honing On-the-Spot Skills
This experience made me wonder if randomization and spontaneity are actually the beating heart of this game. While you are a detail-oriented DM, your improvisation muscles need exercise. Adventurers frequently excel at upending the best constructed plans. Therefore, a good DM must be able to pivot effectively and create content on the fly.
Using on-the-spot randomization is a fantastic way to develop these abilities without going completely outside your preparation. The strategy is to deploy them for minor decisions that won't drastically alter the overarching story. For instance, I wouldn't use it to decide if the main villain is a secret enemy. But, I might use it to decide whether the PCs reach a location right after a key action takes place.
Strengthening Player Agency
This technique also helps keep players engaged and foster the feeling that the story is dynamic, progressing in reaction to their actions as they play. It combats the feeling that they are merely pawns in a DM's sole script, thereby strengthening the collaborative nature of storytelling.
This philosophy has historically been part of the game's DNA. The game's roots were filled with encounter generators, which fit a playstyle focused on exploration. While modern D&D tends to focuses on plot-driven play, leading many DMs to feel they must prep extensively, that may not be the only path.
Striking the Sweet Spot
It is perfectly nothing wrong with being prepared. However, it's also fine no problem with letting go and letting the dice to decide some things instead of you. Authority is a significant aspect of a DM's responsibilities. We use it to manage the world, yet we frequently find it hard to release it, in situations where doing so can lead to great moments.
My final 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 unexpected outcome is far more memorable than anything you could have planned in advance.