Tag Archives: D20

Your Writing Can Benefit From a D20

So for those of you in the less nerdy echelons of the world, you might not know what a D20 is. Below you’ll find a picture of it.

It’s the main dice used for the game, Dungeons and Dragons. Everything comes from this dice. The way it works, is that the dungeon master will tell someone to roll for something. They have various modifiers that add or subtract from the roll. The roll decides on how well they’re going to do.

For example, the DM sets the amount that they have to roll over. So, say you want to have your character jump over a small river. He’ll set a challenge of 10. The players roll and if they get above a ten, they jump over it. If they get under, something happens to prevent them from jumping over it.

There are two conditions though that could spell either doom or success for them. Rolling a natural 1, is known as a critical failure and usually means that something terrible could happen to the person. Like they fall into the river and start drowning because they suddenly forgot how to swim.

Then there is a critical success, which is when they roll a natural 20. This means they do a sick backflip over and land like they just won the gold at the Olympics.

Why am I telling you about this? Well, because I think that these mechanics make writing feel more real and random. In movies, we see the heroes fail usually about three times and then they succeed. We know they’re going to succeed. We know that they’re going to win.

But what if we didn’t? What if something so random happens that it completely changes the path of the story? That is the joy of using a D20 in your writing. You can suddenly throw in a twist that no one, including yourself, was expecting.

Another example, in one of my games, I had my players involved in a brutal death race in massive weaponized cars. In a reference to the fact that Speed Racer’s little brother and pet monkey constantly hid in the trunk of Speed’s car, a great ape(pictured below) was hidden in the trunk of the car in front of them. It was supposed to jump at them, land on the hood, obstruct their view and attack them.

Why didn’t you roll better you damn, dirty apes!

Well, it rolled a natural 1.

I had to follow through with the consequences, so it came up short, landed in front of the players’ car and was immediately run over and killed. Excitement averted, plan thwarted.

We all lost our goddamn minds with how funny it was. We still talk about it in the newer campaigns that we’ve done.

It’s things like this that make me keep rolling for my characters when I’m writing. Yes, you have to keep one hand on the wheel so that your story isn’t horrendously unbelievable but I do think that it adds a certain randomness to your stories that can make them truly unique.

It also helps with my character building. I’ll sometimes give them stat blocks like they are DND characters. There are six stats that make up a DND character: Strength, Intelligence, Charisma, Dexterity, Wisdom and Constitution. Strength, Dexterity and Charisma are pretty self explanatory. Constitution is how well they handle sickness and drinking things like poison. Wisdom and Intelligence might seem similar but they’re thought of more as street smarts and book smarts respectively. Or as the common phrase goes in describing them: “Intelligence is knowing that tomatoes are a fruit. Wisdom is knowing that they don’t go in a fruit salad.”

Even if you don’t want to try this in your own writing, I think that playing DND makes you a better storyteller whether you’re a DM or a player. It forces you to think on your feet and improvise through solutions. It can lead to beautiful moments between players, where they can work things out that have been bothering them. It is a true joy.