🔗 Share this article Fateful Dice Rolls in Dungeons & Dragons Can Help You Become a Better DM When I am a DM, I usually shied away from significant use of chance during my D&D sessions. I tended was for narrative flow and session development to be shaped by character actions as opposed to pure luck. Recently, I decided to try something different, and I'm very happy with the result. An antique collection of gaming dice sits on a table. The Catalyst: Seeing a Custom Mechanic An influential podcast features a DM who often calls for "fate rolls" from the adventurers. He does this by picking a type of die and assigning possible results tied to the number. It's essentially no distinct from consulting a random table, these get invented in the moment when a course of events has no obvious conclusion. I chose to experiment with this approach at my own game, primarily because it looked novel and provided a break from my usual habits. The results were fantastic, prompting me to reconsider the perennial tension between preparation and randomization in a D&D campaign. A Memorable Session Moment During one session, my party had just emerged from a massive conflict. When the dust settled, a cleric character wondered if two key NPCs—a brother and sister—had made it. Rather than picking a fate, I let the dice decide. I instructed the player to make a twenty-sided die roll. The possible results were: a low roll, both died; a middling roll, only one succumbed; a high roll, they made it. The die came up a 4. This resulted in a profoundly moving sequence where the characters found the bodies of their allies, still clasped together in death. The group conducted funeral rites, which was uniquely significant due to earlier roleplaying. As a final touch, I decided that the remains were miraculously transformed, revealing a magical Prayer Bead. I rolled for, the bead's contained spell was exactly what the party needed to address another pressing quest obstacle. You simply script such serendipitous coincidences. A Dungeon Master leads a story utilizing both preparation and improvisation. Honing DM Agility This event caused me to question if randomization and making it up are truly the beating heart of D&D. Although you are a detail-oriented DM, your skill to pivot can rust. Players reliably find joy in upending the most detailed plans. Therefore, a skilled DM has to be able to adapt swiftly and fabricate content in real-time. Utilizing similar mechanics is a fantastic way to train these skills without venturing too far outside your comfort zone. The strategy is to deploy them for minor situations that have a limited impact on the overarching story. As an example, I would not employ it to establish if the central plot figure is a traitor. However, I might use it to figure out if the party enter a room just in time to see a key action takes place. Empowering Collaborative Storytelling Spontaneous randomization also helps make players feel invested and create the sensation that the story is alive, evolving based on their actions in real-time. It reduces the feeling that they are merely characters in a pre-written narrative, thereby enhancing the collaborative foundation of storytelling. This approach has long been integral to the game's DNA. Original D&D were reliant on charts, which fit a game focused on treasure hunting. Although contemporary D&D frequently emphasizes story and character, leading many DMs to feel they must prep extensively, it's not necessarily the required method. Finding the Sweet Spot There is absolutely nothing wrong with thorough preparation. Yet, it's also fine nothing wrong with relinquishing control and allowing the rolls to decide some things rather than you. Direction is a big part of a DM's responsibilities. We use it to facilitate play, yet we frequently find it hard to give some up, even when doing so might improve the game. The core suggestion is this: Have no fear of letting go of the reins. Embrace a little randomness for smaller details. It may create that the unexpected outcome is infinitely more rewarding than anything you would have pre-written on your own.