Fateful Dice Rolls in D&D Can Help You Be a Superior DM
As a game master, I historically avoided significant use of randomization during my Dungeons & Dragons adventures. I preferred was for narrative flow and what happened in a game to be guided by deliberate decisions as opposed to pure luck. Recently, I decided to change my approach, and I'm incredibly happy with the result.
The Inspiration: Observing an Improvised Tool
An influential streamed game features a DM who often asks for "chance rolls" from the adventurers. The process entails picking a type of die and outlining potential outcomes based on the roll. This is fundamentally no unlike using a pre-generated chart, these are created spontaneously when a character's decision doesn't have a obvious resolution.
I opted to test this approach at my own session, primarily because it looked interesting and offered a departure from my normal practice. The outcome were eye-opening, prompting me to think deeply about the ongoing dynamic between preparation and improvisation in a D&D campaign.
An Emotional Story Beat
During one session, my group had concluded a massive fight. When the dust settled, a cleric character asked about two key NPCs—a sibling duo—had made it. Rather than picking a fate, I handed it over to chance. I told the player to make a twenty-sided die roll. The possible results were: a low roll, both were killed; a middling roll, a single one succumbed; on a 10+, they survived.
The player rolled a 4. This resulted in a profoundly moving sequence where the adventurers discovered the bodies of their friends, still holding hands in death. The party held funeral rites, which was particularly powerful due to previous story developments. As a final reward, I decided that the NPCs' bodies were strangely restored, containing a magical Prayer Bead. I rolled for, the bead's magical effect was precisely what the group lacked to solve another critical story problem. One just orchestrate such perfect story beats.
Honing Your Improvisation
This experience led me to ponder if improvisation and thinking on your feet are in fact the beating heart of tabletop RPGs. While you are a detail-oriented DM, your ability to adapt need exercise. Adventurers reliably take delight in ignoring the best constructed plots. Therefore, a good DM must be able to adapt swiftly and fabricate content in the moment.
Employing on-the-spot randomization is a fantastic way to practice these skills without straying too much outside your usual style. The strategy is to deploy them for small-scale circumstances that won't drastically alter the overarching story. To illustrate, I would avoid using it to decide if the king's advisor is a secret enemy. But, I would consider using it to determine whether the PCs reach a location just in time to see a major incident takes place.
Enhancing Collaborative Storytelling
Spontaneous randomization also serves to maintain tension and cultivate the feeling that the game world is responsive, progressing based on their choices as they play. It prevents the perception that they are merely pawns in a DM's sole script, thereby enhancing the cooperative nature of roleplaying.
This philosophy has historically been integral to the core of D&D. The game's roots were reliant on charts, which fit a playstyle focused on exploration. Although current D&D frequently emphasizes plot-driven play, leading many DMs to feel they require detailed plans, it's not necessarily the best approach.
Achieving the Healthy Equilibrium
There is absolutely nothing wrong with thorough preparation. But, there is also no problem with stepping back and permitting the rolls to guide minor details rather than you. Direction is a significant aspect of a DM's role. We need it to run the game, yet we can be reluctant to give some up, at times when doing so might improve the game.
My final suggestion is this: Have no fear of letting go of control. Try a little improvisation for inconsequential details. The result could discover that the organic story beat is infinitely more memorable than anything you might have scripted on your own.