When I am a game master, I traditionally shied away from significant use of chance during my D&D adventures. My preference was for story direction and session development to be determined by player choice instead of the roll of a die. However, I opted to alter my method, and I'm very glad I did.
A popular streamed game showcases a DM who regularly requests "fate rolls" from the participants. The process entails choosing a polyhedral and assigning consequences contingent on the result. This is essentially no unlike using a random table, these are devised in the moment when a player's action lacks a obvious conclusion.
I decided to try this approach at my own game, mostly because it seemed novel and provided a change from my normal practice. The outcome were eye-opening, prompting me to reconsider the ongoing dynamic between pre-determination and randomization in a tabletop session.
At a session, my group had just emerged from a large-scale fight. When the dust settled, a player asked about two friendly NPCs—a sibling duo—had lived. Instead of deciding myself, I asked for a roll. I asked the player to roll a d20. The possible results were: a low roll, both would perish; a middling roll, a single one succumbed; a high roll, they survived.
The die came up a 4. This triggered a profoundly poignant moment where the adventurers came upon the corpses of their companions, forever holding hands in death. The group held last rites, which was particularly meaningful due to prior roleplaying. In a concluding reward, I chose that the remains were suddenly restored, revealing a spell-storing object. I randomized, the bead's contained spell was precisely what the group required to address another major situation. It's impossible to plan such perfect story beats.
This incident caused me to question if chance and spontaneity are truly the beating heart of D&D. While you are a prep-heavy DM, your skill to pivot need exercise. Adventurers reliably find joy in upending the best constructed plans. Therefore, a good DM needs to be able to adapt swiftly and fabricate content in the moment.
Utilizing on-the-spot randomization is a great way to develop these talents without going completely outside your comfort zone. The trick is to apply them for minor situations that won't drastically alter the overarching story. For instance, I would avoid using it to determine if the king's advisor is a traitor. Instead, I might use it to determine if the PCs arrive right after a critical event occurs.
This technique also helps make players feel invested and create the impression that the adventure is dynamic, evolving according to their decisions as they play. It combats the sense that they are merely actors in a rigidly planned narrative, thereby strengthening the collaborative aspect of storytelling.
This philosophy has historically been embedded in the original design. Original D&D were filled with random tables, which suited a game focused on treasure hunting. While modern D&D tends to emphasizes narrative and role-play, leading many DMs to feel they must prep extensively, that may not be the required method.
There is absolutely nothing wrong with being prepared. Yet, equally valid nothing wrong with letting go and letting the dice to determine certain outcomes instead of you. Control is a major factor in a DM's job. We need it to run the game, yet we frequently find it hard to cede it, at times when doing so might improve the game.
A piece of suggestion is this: Don't be afraid of temporarily losing control. Try a little improvisation for inconsequential story elements. The result could find that the surprising result is significantly more powerful than anything you could have scripted by yourself.
Kaelen Vance is a seasoned esports journalist and former competitive gamer, passionate about sharing strategies and industry trends.