As a DM, I historically shied away from significant use of chance during my Dungeons & Dragons sessions. I preferred was for the plot and session development to be determined by deliberate decisions instead of pure luck. That said, I opted to try something different, and I'm very glad I did.
A well-known podcast features a DM who frequently asks for "fate rolls" from the adventurers. This involves choosing a polyhedral and defining consequences tied to the result. While it's at its core no different from rolling on a random table, these are created on the spot when a player's action lacks a clear conclusion.
I chose to experiment with this technique at my own game, mainly because it looked engaging and provided a departure from my usual habits. The results were fantastic, prompting me to reconsider the perennial balance between preparation and randomization in a D&D campaign.
During one session, my players had just emerged from a massive fight. Later, a player inquired after two key NPCs—a pair—had made it. Instead of choosing an outcome, 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 would perish; a middling roll, only one succumbed; on a 10+, they survived.
The die came up a 4. This triggered a deeply moving scene where the characters found the bodies of their companions, still holding hands in death. The group performed last rites, which was especially powerful due to previous character interactions. As a parting reward, I improvised that the forms were miraculously transformed, showing a magical Prayer Bead. I randomized, the item's contained spell was precisely what the party needed to solve another pressing story problem. You simply plan these kinds of perfect story beats.
This event caused me to question if chance and spontaneity are in fact the core of tabletop RPGs. Although you are a detail-oriented DM, your ability to adapt need exercise. Adventurers often find joy in ignoring the most carefully laid narratives. Therefore, a good DM needs to be able to adapt swiftly and create scenarios in the moment.
Using on-the-spot randomization is a great way to practice these skills without venturing too far outside your usual style. The trick is to apply them for low-stakes situations that won't drastically alter the campaign's main plot. For instance, I wouldn't use it to establish if the king's advisor is a traitor. However, I might use it to figure out if the characters enter a room just in time to see a key action occurs.
This technique also helps maintain tension and create the impression that the adventure is alive, evolving according to their choices as they play. It combats the sense that they are merely pawns in a pre-written script, thereby strengthening the cooperative foundation of the game.
This approach has historically been integral to the original design. Original D&D were filled with random tables, which suited a playstyle focused on treasure hunting. Although modern D&D often emphasizes story and character, leading many DMs to feel they must prep extensively, that may not be the required method.
There is absolutely no problem with being prepared. However, there is also nothing wrong with stepping back and permitting the rolls to decide some things rather than you. Authority is a major part of a DM's job. We use it to run the game, yet we frequently find it hard to release it, in situations where doing so can lead to great moments.
The core advice is this: Do not fear of letting go of the reins. Try a little improvisation for smaller details. You might just find that the organic story beat is far more memorable than anything you might have pre-written in advance.
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