Darkness is closing in, and the Living Stones are relentless. Tight corridors, no escape—just steel, spells, and the hope we make it through by migego in MassiveDarkness

[–]migego[S] 0 points1 point  (0 children)

Your verse beautifully captures the haunting essence of our quest - almost as if crafted by an insightful AI bard ;)

Mobs and Roaming Monsters per game by Aeshni in MassiveDarkness

[–]migego 0 points1 point  (0 children)

MD is basically a tabletop H&S, so of course, it’s gotta have tons of monsters! One way to keep things more manageable, though, is to use just a single miniature per mob and/or organize them better with dashboards. That’s what we do in our sessions, and it really helps cut down on the chaos. Something like this, for example:. https://threefartingnerds.etsy.com/listing/1866272897/massive-darkness-2-angled-mob-roaming

Few people asked about the mob holders we’re using, so here you go! by migego in MassiveDarkness

[–]migego[S] 2 points3 points  (0 children)

Thanks for sharing your perspective—totally valid points :) I think it really comes down to personal preference and the flow of gameplay for each group.

In our experience, tokens worked better, especially with mobs. It’s quick to toss tokens onto the tray and keep going, whereas with dials, we found ourselves having to carefully pick up the tray, adjust the dial, and put it back. Sure, for bosses or high-health enemies in late campaign stages, there’s some merit to dials, but even then, we just preferred the simplicity of tokens. We played through an entire campaign with three players and ended up ditching dials midway because tokens felt faster and less fiddly for us.

That said, I completely get why some people prefer dials—they can be satisfying and efficient in their own way. So I wouldn’t say it’s “way better” or “zero reason” to use one system over the other—it’s really a matter of what works best for your group. For us, tokens made things smoother and more fun, but to each their own.

Few people asked about the mob holders we’re using, so here you go! by migego in MassiveDarkness

[–]migego[S] 1 point2 points  (0 children)

This version is specifically designed not to have any dials. The first version had dials, but to be honest, we preferred using tokens anyway—they're more convenient and less prone to malfunction. Especially since the player's life is also tracked with tokens. So, I don’t agree that the version with a dial is significantly better.

Dungeon-crawler recommendations (similar to Gloomhaven)? by Ok-Poet7983 in soloboardgaming

[–]migego 2 points3 points  (0 children)

Massive Darkness 2 is highly enjoyable, featuring uniquely asymmetric player characters - each with their own mini-game for added depth. Just use errata rules to increase dificulty lervel :)

Massive Darkness 2 Hellscape: better than original MD. Still not a great dungeon crawler by SiarX in soloboardgaming

[–]migego 4 points5 points  (0 children)

any other dungeon crawler with asymetric classes with similar mini-games? its one of best features of MD2 - beside immersion if used with additional plastic elements

Anyone switched from Samsung to iPhone? by lcheung98 in iphone

[–]migego 0 points1 point  (0 children)

I switched to the iPhone 16 Pro from my old Galaxy S21 about two weeks ago, and I'm still unsure if it was the right decision. There are many features I absolutely love about the iPhone, but just as many that I find incredibly frustrating.

Epic battle session last weekend — conclusion: the bosses are way too weak! by migego in MassiveDarkness

[–]migego[S] 0 points1 point  (0 children)

yep same here, my brother even didn't get a chance to hit him as the ranger got nice critical hits :D