As a game master, I usually shied away from significant use of chance during my tabletop roleplaying sessions. My preference was for story direction and session development to be guided by player choice instead of the roll of a die. However, I chose to change my approach, and I'm very happy with the result.
A well-known actual-play show features a DM who frequently calls for "fate rolls" from the participants. This involves choosing a type of die and outlining possible results tied to the result. This is fundamentally no distinct from rolling on a random table, these get invented in the moment when a course of events lacks a predetermined outcome.
I decided to try this method at my own session, mostly because it seemed interesting and provided a change from my standard routine. The results were fantastic, prompting me to reflect on the perennial tension between planning and spontaneity in a tabletop session.
At a session, my group had survived a city-wide conflict. When the dust settled, a player wondered if two key NPCs—a pair—had made it. In place of deciding myself, I handed it over to chance. I asked the player to roll a d20. The stakes were: a low roll, both were killed; on a 5-9, only one succumbed; a high roll, they survived.
The die came up a 4. This triggered a incredibly moving moment where the adventurers discovered the corpses of their friends, forever clasped together in their final moments. The group conducted last rites, which was especially powerful due to earlier character interactions. As a parting gesture, I chose that the remains were suddenly transformed, containing a spell-storing object. By chance, the item's contained spell was exactly what the group required to solve another critical situation. It's impossible to plan such perfect story beats.
This event caused me to question if randomization and spontaneity are actually the core of this game. Even if you are a detail-oriented DM, your improvisation muscles may atrophy. Adventurers reliably take delight in upending the most carefully laid narratives. Therefore, a good DM must be able to think quickly and invent scenarios in the moment.
Employing on-the-spot randomization is a great way to practice these talents without going completely outside your preparation. The key is to apply them for low-stakes decisions that won't drastically alter the session's primary direction. To illustrate, I wouldn't use it to determine if the central plot figure is a secret enemy. Instead, I would consider using it to determine if the party reach a location just in time to see a critical event takes place.
Spontaneous randomization also works to make players feel invested and foster the feeling that the story is dynamic, shaping in reaction to their decisions in real-time. It reduces the perception that they are merely characters in a rigidly planned story, thereby enhancing the shared nature of storytelling.
Randomization has always been part of the game's DNA. Original D&D were enamored with encounter generators, which made sense for a playstyle focused on treasure hunting. Even though contemporary D&D tends to focuses on story and character, leading many DMs to feel they require detailed plans, this isn't always the required method.
Absolutely no issue with being prepared. However, there is also nothing wrong with letting go and letting the whim of chance to determine certain outcomes in place of you. Authority is a significant part of a DM's role. We use it to run the game, yet we frequently find it hard to release it, even when doing so can lead to great moments.
A piece of suggestion is this: Do not fear of relinquishing a bit of the reins. Embrace a little chance for smaller details. You might just find that the organic story beat is far more powerful than anything you could have scripted in advance.
Elara is a seasoned writer and digital nomad who shares her adventures and expertise in lifestyle and technology.