As a DM, I historically steered clear of extensive use of randomization during my tabletop roleplaying adventures. My preference was for story direction and session development to be determined by deliberate decisions as opposed to random chance. That said, I decided to try something different, and I'm incredibly happy with the result.
An influential actual-play show showcases a DM who frequently requests "fate rolls" from the players. He does this by selecting a type of die and defining possible results tied to the result. This is essentially no different from using a random table, these are devised on the spot when a character's decision has no predetermined resolution.
I opted to test this method at my own session, mainly because it seemed novel and offered a departure from my standard routine. The results were eye-opening, prompting me to think deeply about the often-debated dynamic between planning and randomization in a D&D campaign.
In a recent session, my party had concluded a city-wide fight. Afterwards, a cleric character inquired after two friendly NPCs—a pair—had made it. In place of choosing an outcome, I let the dice decide. I asked the player to roll a d20. I defined the outcomes as: a low roll, both were killed; a middling roll, a single one would die; on a 10+, they made it.
The player rolled a 4. This led to a profoundly moving moment where the party came upon the remains of their friends, forever clasped together in their final moments. The party held a ceremony, which was uniquely meaningful due to previous character interactions. In a concluding touch, I improvised that the NPCs' bodies were suddenly transformed, revealing a enchanted item. I rolled for, the bead's magical effect was exactly what the group required to resolve another pressing situation. It's impossible to orchestrate this type of magical moments.
This event caused me to question if randomization and making it up are truly the core of D&D. Even if you are a meticulously planning DM, your skill to pivot need exercise. Adventurers frequently take delight in ignoring the most detailed plots. Therefore, a effective DM must be able to adapt swiftly and invent content on the fly.
Using on-the-spot randomization is a great way to practice these abilities without venturing too far outside your comfort zone. The key is to apply them for small-scale circumstances that have a limited impact on the campaign's main plot. For instance, I would avoid using it to determine if the main villain is a secret enemy. But, I might use it to figure out whether the party enter a room just in time to see a critical event occurs.
This technique also helps make players feel invested and create the impression that the adventure is responsive, evolving in reaction to their actions in real-time. It reduces the perception that they are merely pawns in a pre-written script, thereby bolstering the shared aspect of the game.
This approach has always been integral to the original design. Original D&D were enamored with charts, which suited a game focused on dungeon crawling. While current D&D often prioritizes narrative and role-play, leading many DMs to feel they require detailed plans, that may not be the best approach.
It is perfectly no issue with doing your prep. But, there is also nothing wrong with relinquishing control and letting the dice to decide some things in place of you. Direction is a big factor in a DM's responsibilities. We require it to run the game, yet we often struggle to give some up, even when doing so can lead to great moments.
My final suggestion is this: Don't be afraid of relinquishing a bit of your plan. Embrace a little chance for inconsequential details. You might just discover that the unexpected outcome is significantly more powerful than anything you could have planned in advance.
Elara is a digital artist and designer passionate about blending technology with creativity to inspire others.