Review: Massive Darkness for kids

So some years back I was looking for a HeroQuest style game to try out with the kids. Something that would sit on the line between dungeon crawl and board game. We’d already played Mice and Mystics a few times, the kids liked it, and I thought it might be nice to look for another game in the genre.

And then the Massive Darkness kickstarter came along, promising a great big dungeon crawl game with a *ton* of plastic miniatures. So I backed the game thinking that it might provide…

  • Beer and pretzels gaming for my regular group
  • An introduction to dungeon crawl style games for the kids
  • Loads of minis for the kids and I to paint
  • A great collection of minis if we were ever to try something like D&D with models

So how did Massive Darkness do?

The components

The components are good. The tiles are nice and thick, the cards are well illustrated, the minis are great. They’re all single pieces or pre-glued and the sculpts look good. The game’s artwork has a somewhat cartoonish look and this is carried through to the minis, who are clearly based on the artwork.

One complaint that came in as the kickstarter landed was that some of the minis had been presented as looking larger than they were. It’s true that the Ogre Mage doesn’t stand much taller than a human, but he’s a chunky model, and the Abyssal Demon and High Troll monsters are genuinely big.

The book comes with cardboard counters for things like treasure chests and health markers. I opted to spring for the plastic alternatives as part of the Kickstarter. The plastic pieces are great, but the cardboard ones look just fine.

One nice touch, which players of Zombicide will recognise is the provision of a plastic tray to hold your character information and equipment, and pegs to keep track of your health and experience. That’s nice for grown ups, and even better for kids since it makes everything tangible.

The game

Massive Darkness is a straightforward dungeon-crawling boardgame. Your heroes plunge into a dungeon, and as they explore monsters appear and have to be defeated. The scenarios in the book provide some structure in the form of objectives that have to be met, or complications. One has the players pursuing a giant spider that flees through the dungeon, thus imposing a time limit. Another requires them to manipulate their enemy into standing in just the right place when a bridge collapses, and so on.

The game has a few interesting touches. One is shadow. The map tiles are clearly divided into illuminated areas and dark ones. Aside from letting you hide all the heroes have powers that trigger only when they are in the shadows, and so do a number of items. Indeed sometimes it feels like the route to victory is to get the word ‘shadow’ into a sentence as many times as possible

“I’m in the shadows and my shadow assassin is using her shadow power and the shadow orbs to attack the orc”

is something that happened in one of our games, and ended badly for the orc.

Another feature is the use of custom dice. Massive Darkness comes with twelve dice, three each of red, yellow, blue and green. Blue and green dice are defensive and are marked with shields, red and yellow ones are offensive and marked with swords. In addition some faces on the dice feature stars and diamonds which trigger special powers.

Combat – whether ranged, melee or magical consists of rolling a handful of attack dice and defence dice together, adding up the relative swords and shields, adjusting for any special effects and turning the result into a straightforward number of hit-points lost. For instance three swords versus one shield is two points of damage to the monsters, a star might be good for an extra point of damage.

While the basic mechanic is simple enough keeping track of all the options available to you when it comes to spending stars and diamonds can get tricky. By the middle of the game your hero will likely have three items of equipment in play, each with its own options to trigger. Working out which to use can be a headache. Our first few games frequently lost momentum when it came to working this stuff out, but now we’ve got three or four sessions behind us the kids are getting the hang of this.

One thing that definitely helps is literacy. Massive Darkness revolves around special abilities, skills and equipment, all of which are succinctly explained on cards or character sheets, which only works if your players are old enough to read the information.

So how does massive darkness stack up?

As a beer and pretzels game?

For grown ups it does the job, but there is plenty of competition in this space and I’m not sure it’s the best of breed. Once you’ve min-maxed your character there’s not really much more to think about, and once your team get on top of the dungeon with good equipment selections the sense of challenge starts to fade rapidly.

Dungeon Crawling for kids?

Massive Darkness does this pretty well, although the volume of text and rules means its better left for kids who can read well. So I’d say that it really kicks in from the age of nine or so.

What I would have liked to have seen was more effort put into the fiction and scenarios. The text explaining who your characters are and what they’re doing is terrible. “You are heroes. You fight evil. There’s some evil in that cave. Go!” is basically what it boils down to. Sure that’s all you need, but having seen how much extra enjoyment the story in Mice and Mystics added to the game this feels like a huge missed opportunity.

The available heroes are also a collection of cliches, again not bad but also a missed opportunity to do something interesting.

Loads of minis for the kids to paint?

Yes. Job done. We have a huge box of plastic minis of varying degrees of complexity. The big minis are good for kids who aren’t yet up to painting a 28mm mini, and the smaller pieces are nice and cartoony, in line with the games artwork.

Perspective Taking and Amazing Tales

I’ve recently been reading up on the excellent work of the folk at Game To Grow. They’re a group who focus on the therapeutic value of role-playing games, and through doing so they’ve identified a number of areas where role-playing games can be of benefit to any child. The areas they’ve identified are

  • Perspective taking
  • Frustration tolerance
  • Creative problem solving
  • Collaboration

Thinking about these areas can be a great way to build interesting encounters. In this article I’m going to take a look at the first of those – perspective taking, and how you can build it into your games of Amazing Tales.

Perspective taking

Perspective taking is the understanding that other people have different ideas to you, and people usually develop it between the ages of two and three. Perspective taking is a key skill for understanding and resolving social conflicts so it’s going to be part of any role-playing game. Here are five ways you can build encounters around perspective taking in a role-playing game.

T-Rex and Rabbit often see things very differently.

#1. Identifying emotions

When my kids were four they started school. And one of the first topics they had was learning about feelings and emotions. In particular, what do they look like and how do we identify them. They drew pictures of smiley faces and frowny faces. They talked about what it’s like to laugh and cry. It’s important for kids to know when someone is sad, or angry or happy or lonely. You can bring this into your games by describing emotions rather than naming them. So instead of saying

“The goblin looks sad”

say

“The goblin is sitting quietly in a corner and looking at the ground. You can see tears on his cheeks”

Now it is up to the players to work out that the Goblin is sad. With older children you can use more subtle clues or simply adjust your tone of voice or body language to convey an emotion and see if they pick up on it.

#2. Understanding the preferences of others

Not everyone reacts the same way to the same things. Indeed some people don’t like things other people really like. Being able to work this out and act appropriately is an important skill.

The witch of Tom’s Hollow has her pet crow sing to her all day. She likes the singing so much she has cast a spell to make it really loud. This is upsetting for the people of Tom’s hollow who think the crow’s singing sounds awful.

The witch will not be persuaded to stop if people tell her the crow’s singing is bad. To her it sounds great. If someone explains that other people don’t like it, then she might listen.

Situations like this could also arise because of things the heroes have done. For instance if they’ve put out a fire by flooding a valley then not everyone is going to be pleased with them. Next time they might learn to think in advance.

#3. Telling socially acceptable lies

Some research into perspective taking has focused on whether people recognise when it’s appropriate to tell a socially acceptable lie. Examples from the research included being polite about someone’s appearance and expressing gratitude when presented with an unwanted gift. It is easy to imagine either of these challenges coming up in the context of an adventure. For instance…

The starship Entrepreneur has settled into orbit around the planet Grox Four. After the captain sends greetings the Groxians respond by sending the crew a present. Six tonnes of cow poo! The Groxians seem certain that this is a fabulous gift – what do you do?

Groxians are huge fans of cow poo. That’s why they’ve just sent you six tonnes of it!

#4. Resolving disputes

Resolving differences between different factions is something heroes are often called on to do. Sometimes all that is needed to resolve the challenge is to understand where both parties are coming from, and explain it back to them.

Brogor the Troll won’t let anyone cross the bridge to the village. This is because he lives under the bridge, and the sound of feet crossing stops him getting any sleep (Trolls sleep in the day). He just wants to be left to sleep in quiet. The villagers want to cross the bridge. Can the heroes resolve this problem?

In this example there might be some easy solutions. Maybe there’s another bridge Brogor could sleep under, or maybe the villagers could cross somewhere else. Whatever the resolution, this is probably more interesting than a situation where the troll is causing a problem ‘because he’s bad’.

#5. Explaining things

Being able to explain things in terms someone else will understand is often a challenge for children. In adventures it is often the case that the help the heroes need is only one good explanation away – but children often struggle to realise that the people they’re talking to might not know all the things they do.

The heroes have travelled to a far away land to retrieve a magic crystal that will save their home from a magical hurricane. But the people in the far-away land have never heard of this problem, or the land where the heroes come from. If they get a clear explanation they will help. If they don’t they won’t.

If you want to practice this don’t allow children to skate past these moments. Have your NPCs ask questions about the things they don’t understand. Have them leap to (wrong) conclusions based on poor explanations. If you make them a little foolish then this often becomes funny rather than frustrating for the players.

In the course of a quest heroes often have to explain what they’re doing again and again. This is a good chance to both practice the skill, and to reinforce the story you are making up with your children.

Finally, older players might learn that they should vary their explanations based on who they’re talking to. Should you really tell the castle guards you’re here to steal the king’s crown?

Not just for kids

By now you’ve probably realised that perspective taking is a skill we need every day, as adults as well as as children. So if you find these techniques working well for you in games of Amazing Tales, don’t hesitate to dress them up a bit and bring them into games with adults as well.

Amazing Tales?

If reading this has left you thinking, ‘that all sounds great, but I need a roleplaying game to play with my kids’ then I’d like to introduce you to Amazing Tales. It’s a tabletop role-playing game designed for kids aged four and up to play together with their parents.

Explore this site to learn more about it, or order a copy by using the links below

Zweihander NPC Roster

I was play-testing a Zweihander scenario last night and was reminded just how useful it is when the GM has *all* the stats they need right in front of them for combats. I like combats to run fast, and pausing to look stuff up always feels like unnecessarily glitchy to me.

The good news was that the reformatted character sheets I’d provided for the players worked really well. Less good news was that I ended up with NPC stats spread across three pieces of paper, which is two too many.

So here’s the solution. A single page which can record the stats for five NPCs plus a dozen damage tracks so if you decide you need say five guards you can just keep track of them there.

Here’s a form fillable version

And just in case you have an urge to do everything by hand, here’s a blank form you can fill in with pen or pencil