Chance Rolls in D&D May Assist You Become a Superior DM
In my role as a game master, I traditionally avoided heavy use of randomization during my Dungeons & Dragons sessions. I preferred 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 change my approach, and I'm truly happy with the result.
The Spark: Seeing an Improvised Tool
An influential podcast utilizes a DM who regularly requests "chance rolls" from the players. The process entails choosing a polyhedral and defining potential outcomes based on the result. This is at its core no unlike consulting a random table, these get invented spontaneously when a course of events doesn't have a clear outcome.
I decided to try this technique at my own table, primarily because it appeared interesting and offered a change from my usual habits. The outcome were fantastic, prompting me to reflect on the ongoing balance between preparation and improvisation in a D&D campaign.
A Powerful Session Moment
In a recent session, my party had concluded a city-wide fight. Later, a player inquired after two friendly NPCs—a brother and sister—had survived. Rather than deciding myself, I let the dice decide. I told the player to make a twenty-sided die roll. The stakes were: a low roll, both died; a middling roll, only one succumbed; on a 10+, they survived.
Fate decreed a 4. This triggered a profoundly poignant sequence where the characters discovered the bodies of their allies, still clasped together in death. The cleric performed a ceremony, which was uniquely powerful due to earlier roleplaying. As a final reward, I chose that the forms were suddenly transformed, revealing a magical Prayer Bead. By chance, the item's magical effect was exactly what the group lacked to address another pressing story problem. You simply plan these kinds of perfect coincidences.
Honing DM Agility
This experience led me to ponder if chance and making it up are actually the core of D&D. Although you are a meticulously planning DM, your improvisation muscles may atrophy. Groups frequently find joy in upending the best constructed plans. Therefore, a effective DM needs to be able to think quickly and invent scenarios in real-time.
Using on-the-spot randomization is a excellent way to practice these talents without venturing too far outside your usual style. The key is to deploy them for low-stakes situations that don't fundamentally change the overarching story. As an example, I wouldn't use it to decide if the central plot figure is a traitor. Instead, I could use it to decide if the characters arrive moments before a critical event takes place.
Empowering Shared Narrative
Spontaneous randomization also works to make players feel invested and cultivate the feeling that the adventure is dynamic, evolving in reaction to their actions as they play. It combats the feeling that they are merely characters in a DM's sole narrative, thereby strengthening the collaborative aspect of the game.
Randomization has always been integral to the original design. Early editions were enamored with charts, which made sense for a playstyle focused on dungeon crawling. Even though current D&D frequently focuses on plot-driven play, leading many DMs to feel they need exhaustive notes, this isn't always the required method.
Finding the Sweet Spot
There is absolutely no problem with being prepared. But, it's also fine nothing wrong with relinquishing control and allowing the whim of chance to determine certain outcomes instead of you. Direction is a significant part of a DM's responsibilities. We need it to facilitate play, yet we can be reluctant to cede it, at times when doing so could be beneficial.
A piece of recommendation is this: Do not fear of letting go of control. Experiment with a little improvisation for inconsequential outcomes. The result could create that the unexpected outcome is significantly more powerful than anything you could have pre-written on your own.