Hook and Chance

Hook and Chance

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Hook and Chance episodes

  • Beware the Basilisk
    The Basilisk. A violent, monstrous lizard that can turn you to stone with a glare. While fun at first glance, this monster betrayed us. The first time using it turned into a panic, when we realized how immediately and irreversibly deadly they can be against a fledgling party of adventurers. “Wait, petrified? Like, for good?” Not only that, but they come across like a beast to just plop in front of the party for slaying. But wait! Turns out there’s plenty of lore and real-world inspiration we can use to turn these scaly brutes into battles to remember.
    In this episode, we run through inspiration and frameworks to create a compact horror adventure around the Basilisk.
    49 min
  • Running a Monumental Monster
    Ever throw down a giant nasty monster only to have the most memorable moment be when you couldn’t figure out the hp math for a minute? Without the party even realizing this was supposed to be the fight? We’ve been there.
    The last episode introduced our method of running massive, world-ending monsters in a way that feels complex, with frenetic action, epic scale, and lots of collateral damage. In this episode, we take that format and flesh out three scenarios of different scales. Hopefully, it helps your next gigantazord to be that much more intense.
    56 min
  • Planning a World-Ending Monster
    We all desperately crave the boss monster moment. When we pull out the miniature bigger than our heads and slam it down on the table. The players go wild. One of them is screaming while ripping out chunks of hair. One is vomiting in their dice bag in the corner. One is lighting the map on fire. You sit back and cross your arms, a satisfied grin creeping across your face as the chaos grows.
    Okay, maybe that’s a little much.
    But in order to get this kind of grand reaction, there’s a little leg work we have to do. If we don’t, people will get a little excited. Then they’ll run up and start swinging. Then 4 hours later, they strike it down. Or, maybe you made it real tough, in which case they can’t hurt it, get frustrated, and die. Also not fun. In this episode, we cover some planning you can do to ensure your boss-monster fight lives on forever as an epic moment.
    55 min
  • Tame Your Game with Ticking Clocks
    Incredible concepts for games can be ruined without a few key details. Open-world "sandbox" games can leave players feeling lost and unmotivated, meandering through locations. Epic storylines can be swept away because the player characters didn't seem to care. Hours of game prep can be lost from players not realizing how compelling that direction could be. Grand finales can feel like math class. With just a few key details these problems vanish, and games can go as smoothly as we imagine they will when we're preparing for the big night.
    46 min
  • The Great Homage Heist ft. The GM Tim
    You consume a story. Maybe a movie, or book. You love it. It speaks to you. It moves you. You want to jam it into your games, but how do you jam in the things that captured you? The things that matter? Throw in a character with a bullwhip and a fedora, you're not going to have what made Indiana Jones great.
    On the other hand, perhaps you are running dry on inspiration. Your mind, like ours, can act as a sieve that retains nothing of value. When it comes time for game prep, you slap at concepts like "monster" and "quest", hoping that something happens. In this episode, we hope to help you create a font of inspiration that matters to you, and never runs dry.
    56 min
  • Alter Preceptions of Alter Self
    There are some odd addendums in the spell description of Alter Self. The challenge of using this spell for both GMs and players is that the rules as written confines us from the places where our imaginations naturally go. What a pain. With some minor clarifications and gentle relaxing of the rules, we can find some middle ground that both sides of the table can love.
    40 min
  • How to Defend Your Lair ft. Keith Ammann
    Returning with another literal book full of wisdom is Keith Ammann. He's bringing the same strategic brilliance that he's brought to monster and player offense to base defense. It creates games that feel grounded, flexible, and full of potential. Most of all, it gives you the tools to create the lair of anyone or any monster you can dream up. We love it, and we think you will too.
    57 min
  • Secrets of the Firbolg
    The Firbolg represents an archetype that's been around a long time, and is a blast to play—the gentle, nature-loving giant. Like most player options, however, there's a few traps to fall in if we don't consider their potential. Firbolgs are more than just the cultural equivalent of druids. And they can offer so much more than cliches about hippies or becoming the "shaggy" of the group.
    47 min
  • Using Tropes with Intent ft. Paige Ford
    The group of adventurers pledging themselves to a dangerous mission...The guttural clicking of a monster stalking the party...A passing shadow that clues the party to look up, its source an enormous red dragon. All tropes! All Incredible moments! We were once resistant to the power of tropes, until we realized that you can't avoid them, and that they're actually a useful tool for running games. They're a shorthand that gets everybody into the moment because we all have a meaningful reference point. For this episode we have the talented Paige Ford joining us! She's used her favorite tropes, mostly horror and romance, to write a delightful plethora of gripping adventures for different TTRPG systems.
    48 min
  • The Revenant Revival
    Revenants capture a particular genre of monster, and we love it. They have been represented in the great slashers in the form of characters like Jason and Michael Meyers. No matter how many times you think you got 'em, they're back and angrier than ever. And as a GM, nothing sounds more fun than chasing the party with an undead foe that, no matter how many times you blast to bits or behead, will just keep coming.
    But to use them in a satisfying way, as always, we need to do more than plop them into a session. They risk being a boring fight that just turns into a chore every time they come back from the dead. That's why we go through three stages of a revenant adventure that will hit all the right beats to terrify and delight your table.
    44 min

About Hook and Chance

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Hook & Chance is a Dungeons and Dragons advice and game enrichment podcast for players and Dungeon Masters full of entertaining ideas for incredible games!