As a Dungeon Master, I traditionally steered clear of heavy use of chance during my tabletop roleplaying sessions. I tended was for story direction and what happened in a game to be determined by character actions rather than the roll of a die. Recently, I decided to try something different, and I'm very pleased with the outcome.
An influential streamed game features a DM who often asks for "chance rolls" from the players. The process entails choosing a specific dice and outlining consequences based on the result. While it's fundamentally no different from consulting a random table, these are devised on the spot when a course of events doesn't have a predetermined outcome.
I decided to try this technique at my own table, mainly because it seemed engaging and provided a break from my usual habits. The results were eye-opening, prompting me to reflect on the ongoing tension between planning and randomization in a tabletop session.
In a recent session, my party had survived a large-scale battle. Later, a cleric character asked about two friendly NPCs—a brother and sister—had survived. Instead of choosing an outcome, I let the dice decide. I instructed the player to make a twenty-sided die roll. The stakes were: on a 1-4, both died; a middling roll, only one succumbed; on a 10+, they made it.
The player rolled a 4. This triggered a deeply moving moment where the adventurers found the bodies of their friends, still united in death. The party performed last rites, which was uniquely meaningful due to previous roleplaying. As a parting reward, I chose that the NPCs' bodies were suddenly restored, containing a spell-storing object. I rolled for, the bead's magical effect was exactly what the group lacked to resolve another major situation. You simply plan this type of serendipitous story beats.
This experience led me to ponder if chance and spontaneity are actually the essence of tabletop RPGs. While you are a meticulously planning DM, your improvisation muscles can rust. Groups frequently take delight in upending the most detailed plans. Therefore, a good DM must be able to think quickly and create scenarios on the fly.
Using luck rolls is a fantastic way to develop these skills without straying too much outside your usual style. The trick is to use them for minor situations that won't drastically alter the session's primary direction. As an example, I would not employ it to establish if the central plot figure is a traitor. But, I could use it to determine whether the party reach a location right after a critical event takes place.
This technique also works to make players feel invested and create the sensation that the story is dynamic, progressing in reaction to their actions in real-time. It combats the perception that they are merely pawns in a rigidly planned script, thereby enhancing the cooperative aspect of roleplaying.
This philosophy has always been part of the original design. The game's roots were enamored with charts, which made sense for a playstyle focused on dungeon crawling. While current D&D tends to focuses on story and character, leading many DMs to feel they must prep extensively, it's not necessarily the best approach.
It is perfectly no problem with being prepared. However, it's also fine no problem with letting go and letting the rolls to decide some things in place of you. Control is a significant factor in a DM's job. We require it to manage the world, yet we often struggle to cede it, in situations where doing so could be beneficial.
My final suggestion is this: Do not fear of temporarily losing control. Try a little improvisation for inconsequential details. The result could discover that the unexpected outcome is far more memorable than anything you would have pre-written by yourself.
A passionate eSports journalist and former competitive gamer, dedicated to uncovering the stories behind the screens.