The Rule of Story

The probability of some improbable (or even impossible) event happening is directly proportional to the element’s plot importance.

Dungeons and Dragons is a game we play to have fun and tell a story, of worlds, character and heroics. The rules are a framework that defines the mechanics of an alternative reality. They are a guideline of the probabilities of events happening and endeavors succeeding all based on a d20 roll. But sometimes the rules should be bent, just to enhance the fun. There are three standard reality benders that are invoked to adjust the odds given in the rules:

This is the most dangerous meta-game rule in D&D. And in my campaigns, the least powerful and least invoked of the big three rules.
And it is not just because I hate Plot Induced Stupidity in general.
The main reason is that I’ve been in games where the DM’s story dominates everything and governs every action and outcome. Typically this is a DM trying to play author, and in that case, just write it down and send me a draft, I don’t need to play in it. I’ve been there, and I’ve done my best to sabotage them.

That being said, there are a lot of good reasons to invoke this rule on the player part. Sometimes when throwing that rose to your princess, you just shouldn’t fail… unless you roll a 1 and someone invokes The Rule of Comedy and the rose hits her in the eye.

The Rule of Story

Rise of the Thrall Lord starlord