In my role as a Dungeon Master, I traditionally shied away from significant use of luck during my D&D games. I preferred was for story direction and session development to be guided by deliberate decisions instead of pure luck. That said, I decided to try something different, and I'm truly pleased with the outcome.
A popular podcast features a DM who often asks for "chance rolls" from the players. This involves choosing a specific dice and defining consequences tied to the result. It's at its core no unlike rolling on a pre-generated chart, these are devised spontaneously when a character's decision doesn't have a clear conclusion.
I decided to try this approach at my own table, mostly because it seemed novel and offered a break from my normal practice. The experience were fantastic, prompting me to reflect on the often-debated balance between preparation and randomization in a roleplaying game.
During one session, my group had just emerged from a city-wide battle. When the dust settled, a cleric character asked about two beloved NPCs—a pair—had survived. Rather than 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 were killed; a middling roll, a single one would die; a high roll, they survived.
The die came up a 4. This triggered a deeply poignant moment where the characters found the corpses of their companions, still united in their final moments. The cleric held a ceremony, which was uniquely significant due to previous roleplaying. As a final reward, I decided that the NPCs' bodies were miraculously transformed, revealing a magical Prayer Bead. By chance, the bead's magical effect was exactly what the group needed to solve another major story problem. One just script this type of perfect story beats.
This event caused me to question if randomization and making it up are in fact the essence of tabletop RPGs. Even if you are a meticulously planning DM, your improvisation muscles can rust. Players reliably find joy in derailing the most carefully laid plans. Therefore, a good DM must be able to adapt swiftly and fabricate details on the fly.
Employing on-the-spot randomization is a great way to train these talents without straying too much outside your comfort zone. The trick is to apply them for minor situations that have a limited impact on the session's primary direction. As an example, I would not employ it to decide if the central plot figure is a traitor. However, I would consider using it to decide if the PCs arrive right after a major incident occurs.
Luck rolls also helps maintain tension and cultivate the sensation that the game world is dynamic, shaping in reaction to their choices as they play. It combats the perception that they are merely characters in a rigidly planned script, thereby strengthening the shared foundation of storytelling.
This approach has historically been part of the original design. Original D&D were reliant on charts, which made sense for a playstyle focused on treasure hunting. While current D&D frequently focuses on plot-driven play, leading many DMs to feel they need exhaustive notes, this isn't always the only path.
It is perfectly nothing wrong with thorough preparation. But, there is also nothing wrong with relinquishing control and letting the rolls to decide some things instead of you. Control is a significant factor in a DM's role. We require it to run the game, yet we often struggle to cede it, even when doing so might improve the game.
A piece of suggestion is this: Have no fear of relinquishing a bit of control. Try a little chance for minor details. It may discover that the organic story beat is infinitely more rewarding than anything you could have planned in advance.