As a DM, I usually steered clear of significant use of chance during my D&D adventures. My preference was for the plot and session development to be guided by character actions as opposed to random chance. That said, I chose to change my approach, and I'm incredibly glad I did.
A popular podcast features a DM who regularly calls for "chance rolls" from the participants. The process entails picking a polyhedral and outlining potential outcomes tied to the result. This is at its core no different from using a pre-generated chart, these are devised spontaneously when a course of events doesn't have a predetermined resolution.
I decided to try this method at my own table, mostly because it seemed interesting and presented a change from my standard routine. The experience were fantastic, prompting me to think deeply about the ongoing tension between planning and improvisation in a roleplaying game.
In a recent session, my group had concluded a large-scale fight. Afterwards, a cleric character wondered if two key NPCs—a sibling duo—had lived. Rather than choosing an outcome, I handed it over to chance. I asked the player to roll a d20. The stakes were: on a 1-4, both were killed; on a 5-9, only one succumbed; a high roll, they both lived.
The player rolled a 4. This led to a profoundly emotional moment where the characters found the corpses of their companions, forever holding hands in their final moments. The cleric performed last rites, which was particularly meaningful due to prior roleplaying. As a parting reward, I chose that the NPCs' bodies were suddenly restored, showing a enchanted item. I randomized, the item's magical effect was exactly what the party lacked to resolve another critical story problem. One just orchestrate this type of perfect coincidences.
This event led me to ponder if chance and thinking on your feet are actually the essence of tabletop RPGs. While you are a meticulously planning DM, your improvisation muscles may atrophy. Players often take delight in upending the best constructed narratives. Therefore, a effective DM needs to be able to pivot effectively and invent scenarios on the fly.
Utilizing similar mechanics is a fantastic way to practice these abilities without venturing too far outside your preparation. The strategy is to apply them for minor circumstances that won't drastically alter the campaign's main plot. For instance, I would avoid using it to determine if the king's advisor is a traitor. Instead, I might use it to decide whether the party arrive just in time to see a key action unfolds.
Luck rolls also serves to keep players engaged and create the feeling that the adventure is alive, shaping in reaction to their decisions as they play. It combats the perception that they are merely pawns in a DM's sole narrative, thereby enhancing the collaborative nature of the game.
Randomization has always been embedded in the core of D&D. Original D&D were reliant on encounter generators, which suited a game focused on dungeon crawling. While contemporary D&D tends to prioritizes story and character, leading many DMs to feel they require detailed plans, it's not necessarily the best approach.
There is absolutely nothing wrong with doing your prep. But, it's also fine nothing wrong with letting go and permitting the rolls to determine certain outcomes instead of you. Direction is a significant factor in a DM's job. We need it to run the game, yet we can be reluctant to give some up, in situations where doing so can lead to great moments.
My final recommendation is this: Have no fear of temporarily losing your plan. Embrace a little chance for minor story elements. You might just find that the unexpected outcome is significantly more memorable than anything you could have planned by yourself.
A passionate gamer and strategy expert with years of experience in competitive gaming and content creation.