In my role as a Dungeon Master, I historically avoided heavy use of luck during my tabletop roleplaying games. I tended was for story direction and session development to be determined by deliberate decisions as opposed to pure luck. That said, I chose to change my approach, and I'm incredibly happy with the result.
An influential streamed game features a DM who frequently calls for "luck rolls" from the participants. The process entails selecting a polyhedral and defining possible results based on the roll. This is at its core no distinct from consulting a random table, these get invented in the moment when a course of events doesn't have a clear conclusion.
I decided to try this technique at my own table, primarily because it appeared novel and provided a change from my usual habits. The outcome were eye-opening, prompting me to think deeply about the perennial dynamic between preparation and randomization in a D&D campaign.
In a recent session, my group had just emerged from a large-scale battle. Afterwards, a player wondered if two beloved NPCs—a pair—had survived. In place of picking a fate, I handed it over to chance. I told the player to make a twenty-sided die roll. The stakes were: on a 1-4, both died; a middling roll, a single one would die; a high roll, they made it.
The player rolled a 4. This led to a incredibly emotional moment where the party came upon the corpses of their allies, forever clasped together in their final moments. The group performed a ceremony, which was especially meaningful due to previous story developments. In a concluding reward, I chose that the NPCs' bodies were miraculously restored, revealing a spell-storing object. I randomized, the bead's magical effect was precisely what the group needed to resolve another major quest obstacle. You simply script these kinds of serendipitous story beats.
This incident made me wonder if chance and making it up are truly the essence of tabletop RPGs. Even if you are a detail-oriented DM, your improvisation muscles need exercise. Adventurers frequently excel at upending the most carefully laid plans. Therefore, a good DM has to be able to adapt swiftly and create content in real-time.
Using similar mechanics is a fantastic way to train these talents without venturing too far outside your preparation. The trick is to apply them for small-scale decisions that won't drastically alter the overarching story. As an example, I would not employ it to decide if the king's advisor is a traitor. However, I might use it to figure out whether the party enter a room right after a critical event unfolds.
Spontaneous randomization also works to maintain tension and foster the sensation that the story is dynamic, shaping based on their choices immediately. It prevents the sense that they are merely pawns in a DM's sole script, thereby bolstering the shared aspect of the game.
This philosophy has historically been embedded in the game's DNA. Original D&D were enamored with encounter generators, which made sense for a game focused on dungeon crawling. Although modern D&D tends to emphasizes plot-driven play, leading many DMs to feel they need exhaustive notes, it's not necessarily the only path.
It is perfectly no issue with being prepared. However, equally valid no issue with stepping back and allowing the rolls to decide some things in place of you. Control is a significant part of a DM's job. We need it to facilitate play, yet we frequently find it hard to release it, in situations where doing so can lead to great moments.
The core recommendation is this: Don't be afraid of relinquishing a bit of the reins. Try a little chance for minor outcomes. The result could discover that the organic story beat is far more powerful than anything you could have pre-written in advance.
Elena is a passionate storyteller and writing coach, dedicated to helping others find their voice through engaging narratives.