As a Dungeon Master, I historically shied away from significant use of chance during my D&D adventures. My preference was for story direction and session development to be guided by deliberate decisions as opposed to pure luck. That said, I opted to change my approach, and I'm incredibly happy with the result.
A popular actual-play show features a DM who regularly calls for "fate rolls" from the players. This involves selecting a specific dice and outlining possible results contingent on the roll. It's essentially no distinct from using a pre-generated chart, these are created spontaneously when a player's action doesn't have a obvious resolution.
I opted to test this technique at my own session, mostly because it appeared novel and presented a departure from my normal practice. The outcome were remarkable, prompting me to reflect on the perennial balance between preparation and randomization in a roleplaying game.
During one session, my party had concluded a large-scale fight. Afterwards, a cleric character asked about two key NPCs—a sibling duo—had made it. Rather than deciding myself, I asked for a roll. I told the player to make a twenty-sided die roll. The possible results were: on a 1-4, both would perish; a middling roll, only one would die; on a 10+, they both lived.
Fate decreed a 4. This resulted in a incredibly poignant sequence where the characters discovered the remains of their friends, forever holding hands in death. The party performed a ceremony, which was particularly significant due to earlier story developments. As a final gesture, I improvised that the NPCs' bodies were suddenly transformed, showing a spell-storing object. By chance, the item's magical effect was precisely what the group needed to solve another critical story problem. One just orchestrate this type of serendipitous moments.
This incident made me wonder if improvisation and thinking on your feet are in fact the essence of tabletop RPGs. Although you are a meticulously planning DM, your skill to pivot can rust. Groups frequently find joy in derailing the most detailed narratives. Therefore, a skilled DM needs to be able to pivot effectively and invent scenarios in the moment.
Utilizing luck rolls is a great way to develop these skills without venturing too far outside your preparation. The key is to apply them for low-stakes decisions that have a limited impact on the overarching story. For instance, I would avoid using it to decide if the main villain is a traitor. However, I would consider using it to figure out whether the PCs reach a location just in time to see a critical event occurs.
Spontaneous randomization also serves to make players feel invested and cultivate the sensation that the game world is dynamic, progressing according to their choices in real-time. It reduces the sense that they are merely pawns in a rigidly planned narrative, thereby strengthening the cooperative foundation of roleplaying.
This approach has long been integral to the original design. Original D&D were enamored with charts, which made sense for a game focused on dungeon crawling. Even though modern D&D tends to prioritizes narrative and role-play, leading many DMs to feel they must prep extensively, that may not be the required method.
It is perfectly no problem with thorough preparation. But, it's also fine no problem with letting go and permitting the rolls to decide some things instead of you. Direction is a major aspect of a DM's role. We need it to manage the world, yet we frequently find it hard to release it, in situations where doing so can lead to great moments.
My final recommendation is this: Do not fear of letting go of the reins. Try a little randomness for minor story elements. You might just discover that the surprising result is infinitely more memorable than anything you might have pre-written in advance.
Elara is a writer and wellness coach passionate about sharing stories that inspire personal transformation and holistic living.