Chance Rolls in Dungeons & Dragons Can Help You Become a Superior Dungeon Master
As a game master, I usually shied away from extensive use of chance during my Dungeons & Dragons adventures. My preference was for story direction and session development to be shaped by player choice as opposed to the roll of a die. That said, I opted to try something different, and I'm truly pleased with the outcome.
The Inspiration: Watching an Improvised Tool
A well-known actual-play show showcases a DM who regularly asks for "fate rolls" from the participants. This involves picking a polyhedral and assigning potential outcomes tied to the roll. This is fundamentally no different from rolling on a random table, these are created on the spot when a course of events doesn't have a clear outcome.
I chose to experiment with this approach at my own game, mainly because it appeared interesting and offered a change from my standard routine. The experience were remarkable, prompting me to think deeply about the perennial tension between preparation and spontaneity in a D&D campaign.
An Emotional Session Moment
At a session, my group had concluded a city-wide conflict. Later, a cleric character asked about two beloved NPCs—a pair—had survived. Instead of choosing an outcome, I let the dice decide. I asked the player to make a twenty-sided die roll. I defined the outcomes as: on a 1-4, both were killed; a middling roll, only one succumbed; on a 10+, they survived.
The player rolled a 4. This led to a incredibly moving sequence where the adventurers found the bodies of their friends, forever holding hands in their final moments. The cleric conducted a ceremony, which was uniquely meaningful due to earlier roleplaying. In a concluding reward, I improvised that the remains were miraculously restored, showing a spell-storing object. I rolled for, the bead's contained spell was precisely what the group needed to address another major quest obstacle. You simply script this type of serendipitous story beats.
Sharpening Your Improvisation
This incident caused me to question if improvisation and spontaneity are truly the essence of D&D. While you are a prep-heavy DM, your skill to pivot can rust. Players frequently excel at upending the most carefully laid plans. Therefore, a good DM needs to be able to adapt swiftly and fabricate details in the moment.
Utilizing similar mechanics is a great way to practice these abilities without venturing too far outside your comfort zone. The key is to deploy them for low-stakes situations that don't fundamentally change the campaign's main plot. For instance, I would avoid using it to establish if the main villain is a traitor. However, I might use it to determine if the party enter a room right after a major incident occurs.
Strengthening Player Agency
This technique also serves to keep players engaged and cultivate the feeling that the adventure is alive, shaping in reaction to their actions in real-time. It prevents the perception that they are merely actors in a pre-written script, thereby bolstering the collaborative foundation of the game.
This approach has historically been integral to the original design. The game's roots were enamored with charts, which suited a playstyle focused on exploration. While modern D&D frequently emphasizes story and character, leading many DMs to feel they require detailed plans, this isn't always the required method.
Striking the Right Balance
There is absolutely no issue with being prepared. But, equally valid no problem with relinquishing control and letting the rolls to guide minor details instead of you. Authority is a major part of a DM's job. We use it to facilitate play, yet we frequently find it hard to release it, at times when doing so can lead to great moments.
The core recommendation is this: Have no fear of letting go of control. Try a little chance for inconsequential story elements. The result could find that the unexpected outcome is infinitely more powerful than anything you would have scripted by yourself.