As a DM, I historically steered clear of extensive use of luck during my Dungeons & Dragons sessions. I preferred was for narrative flow and what happened in a game to be shaped by character actions as opposed to pure luck. That said, I decided to alter my method, and I'm very happy with the result.
A well-known podcast showcases a DM who frequently calls for "fate rolls" from the participants. He does this by choosing a polyhedral and outlining potential outcomes based on the number. While it's essentially no distinct from consulting a pre-generated chart, these get invented spontaneously when a character's decision has no clear conclusion.
I decided to try this approach at my own session, primarily because it appeared novel and presented a change from my normal practice. The results were eye-opening, prompting me to think deeply about the ongoing balance between pre-determination and improvisation in a tabletop session.
In a recent session, my players had concluded a large-scale battle. When the dust settled, a cleric character inquired after two beloved NPCs—a pair—had lived. In place of picking a fate, 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, a single one succumbed; on a 10+, they survived.
The player rolled a 4. This resulted in a incredibly poignant sequence where the party found the corpses of their allies, still clasped together in their final moments. The group conducted last rites, which was particularly meaningful due to previous character interactions. As a final touch, I chose that the forms were strangely restored, containing a magical Prayer Bead. I randomized, the item's magical effect was precisely what the party required to address another pressing situation. You simply plan this type of perfect moments.
This event caused me to question if chance and making it up are in fact the beating heart of this game. While you are a prep-heavy DM, your improvisation muscles need exercise. Groups often find joy in derailing the most detailed narratives. Therefore, a good DM needs to be able to think quickly and create content in real-time.
Employing luck rolls is a fantastic way to train these abilities without venturing too far outside your preparation. The strategy is to apply them for small-scale circumstances that don't fundamentally change the overarching story. To illustrate, I would avoid using it to determine if the king's advisor is a traitor. But, I could use it to determine if the party reach a location just in time to see a key action unfolds.
Spontaneous randomization also serves to make players feel invested and create the impression that the adventure is alive, evolving in reaction to their actions in real-time. It reduces the perception that they are merely pawns in a DM's sole story, thereby bolstering the shared nature of roleplaying.
Randomization has long been embedded in the original design. Original D&D were reliant on encounter generators, which made sense for a game focused on dungeon crawling. Although modern D&D tends to prioritizes plot-driven play, leading many DMs to feel they require detailed plans, that may not be the only path.
It is perfectly nothing wrong with being prepared. However, equally valid no issue with stepping back and letting the whim of chance to guide minor details rather than you. Control is a major factor in a DM's job. We use it to run the game, yet we often struggle to cede it, even when doing so might improve the game.
The core recommendation is this: Do not fear of letting go of the reins. Experiment with a little randomness for smaller story elements. It may create that the unexpected outcome is significantly more powerful than anything you could have planned on your own.
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