A passionate film critic with over a decade of experience in reviewing movies and analyzing cinematic trends.
As a DM, I traditionally shied away from extensive use of chance during my tabletop roleplaying adventures. My preference was for story direction and session development to be determined by player choice as opposed to random chance. However, I chose to try something different, and I'm truly pleased with the outcome.
An influential streamed game utilizes a DM who frequently asks for "luck rolls" from the players. This involves picking a type of die and outlining potential outcomes based on the roll. While it's essentially no different from consulting a random table, these are created spontaneously when a player's action lacks a predetermined resolution.
I decided to try this method at my own session, primarily because it appeared interesting and offered a change from my normal practice. The outcome were eye-opening, prompting me to reflect on the often-debated tension between pre-determination and randomization in a roleplaying game.
In a recent session, my party had just emerged from a city-wide battle. Later, a player asked about two key NPCs—a brother and sister—had lived. In place of picking a fate, I asked for a roll. I instructed the player to make a twenty-sided die roll. The possible results were: a low roll, both would perish; on a 5-9, only one succumbed; a high roll, they made it.
The die came up a 4. This led to a incredibly moving moment where the adventurers came upon the remains of their friends, still clasped together in their final moments. The group held a ceremony, which was uniquely meaningful due to earlier character interactions. As a parting touch, I chose that the NPCs' bodies were suddenly restored, revealing a spell-storing object. I randomized, the item's magical effect was precisely what the group required to solve another major situation. You simply orchestrate this type of magical moments.
This experience led me to ponder if chance and making it up are actually the essence of D&D. Even if you are a detail-oriented DM, your improvisation muscles may atrophy. Adventurers frequently take delight in ignoring the most carefully laid narratives. Therefore, a effective DM needs to be able to pivot effectively and create details on the fly.
Using on-the-spot randomization is a great way to practice these abilities without straying too much outside your comfort zone. The strategy is to apply them for minor circumstances that have a limited impact on the campaign's main plot. For instance, I wouldn't use it to establish if the central plot figure is a secret enemy. Instead, I might use it to decide whether the party reach a location just in time to see a major incident takes place.
Luck rolls also works to keep players engaged and foster the feeling that the adventure is responsive, shaping in reaction to their choices immediately. It combats the feeling that they are merely characters in a rigidly planned narrative, thereby strengthening the shared foundation of the game.
This philosophy has always been part of the original design. The game's roots were reliant on random tables, which fit a game focused on treasure hunting. Although current D&D often focuses on narrative and role-play, leading many DMs to feel they require detailed plans, it's not necessarily the required method.
Absolutely nothing wrong with doing your prep. But, there is also no issue with relinquishing control and permitting the whim of chance to decide some things rather than you. Direction is a significant factor in a DM's role. We use it to manage the world, yet we often struggle to cede it, at times when doing so could be beneficial.
The core recommendation is this: Have no fear of temporarily losing your plan. Embrace a little chance for inconsequential outcomes. It may create that the organic story beat is significantly more rewarding than anything you might have scripted on your own.
A passionate film critic with over a decade of experience in reviewing movies and analyzing cinematic trends.