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Using Amazing Tales

Therapeutically
By Lilly Smith
Using Amazing Tales Therapeutically | 1
Using Amazing Tales therapeutically
Role Playing Games can be used to great being targeted.
effect to encourage the development of a
wide range of skills – from higher level Teamwork
thinking, social problem solving and
impulse control, to maths, writing and Õ Play with two or more children together.
fine motor skills. The best part is that When it’s time for action, ask them to
kids love it, are fully engaged, and often discuss and agree on a group decision,
report that it feels like fun, not like work rather than taking turns and deciding
or therapy. individually.

However, playing Amazing Tales Õ Set up some encounters where the


therapeutically is different from playing children will be unable to succeed
‘just for fun’ - and often spending some unless they work together – maybe the
screen-free time connecting with your opponent is just too strong, or maybe
child just for fun is the best thing you the environment blocks them unless
could do! Some of the ideas below will they can join forces
change the feel of your game, by making it
slower or including deliberately negative Õ Encourage them to consider their
experiences, so bear that in mind and character’s personal strengths and
decide ahead of time what your purpose weaknesses compared to the other
for playing is. Also remember that if your characters – would different tasks
child is really struggling with any of suit different characters? Would one
these areas, they may need to be working character lead best in this scenario,
on their skills under the guidance of a where the other would do better in the
professional. next?

This chapter details a number of skills Bear in mind that these strategies will
or areas you could choose to work on in slow the action down, so don’t overuse
a game. Before you start playing, take them! As long as they are engaged in
some time to identify one that you want the thinking and problem solving that’s
to target. Then jot down some challenges, sprinkled through the game, they’re not
encounter ideas or questions you can drop too likely to get bored, although you as the
into the story to make sure that skill is adult may have to sit on your hands to let

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them find their own way to an answer! – create an opponent where physical
force won’t help (a ghost? A monster
Example: Teamwork - While exploring an who is way too strong?) and see if they
underground cave you reach a solid rock can figure out some verbal strategies to
wall too tall for any of you to climb alone. get past (negotiate, compromise, trade,
High above the torchlight illuminates the persuade, use humour, teamwork for a
path continuing into the darkness, and you diversion etc)
hear a faint cry for help. If you squint you
can just make out the ends of what looks like Example: Social Problem Solving - In a mag-
a rope coiled up at the top, out of reach. How ical game, an exit is blocked by an unusually
are you going to work together to climb up? tall, thin sorceress who refuses to let them
pass. If any players try to use physical force
If they choose a physical solution eg standing on her it doesn’t work, and she immediately
on each other’s shoulders, whose character gains whatever they used against her. One
would be best on the bottom/top and why? child tries to use a magic wand to make her
move, but the sorceress instantly gains an
extra arm holding a magic wand; anoth-
er player tries hitting her with a sword, it
Social Problem Solving bounces right off her and a replica sword
instantly appears on her belt.
Õ Encourage children to brainstorm
different options at each encounter. If Try to hang back and see if they can figure
they can’t decide on the best option, out the problem, and then come up with a
or disagree, how can they unstick creative solution
themselves? See if they can come up
with their own solution; if they can’t
you could suggest Rock Paper Scissors,
or can one persuade the others verbally, Impulse Control
or try making a table of the various pros
and cons – or any other ideas you can In-game consequences are really good
think of to move past the block. Bonus for letting a child experience the full
points for remaining in character! force of their choices in a safe way – their
character can be put out of action, or their
Õ Make sure you give them time to see if mission could fail, or they could let down
they can solve it alone. or disappoint an in-game character. It can
be really helpful to make sure the children
Õ Use in-game opportunities for this too understand that you won’t protect their

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characters if they make poor choices, and escape alone and in dire need of help from
then have the freedom to let situations a teammate. If the players show caution or
play out. discuss their options first, celebrate this by
having the Frog Prince appear, explain and
Some examples: impulsive characters generously reward them for not falling into
who charge in without thinking could fall the trap
into traps or ambushes, be taken prisoner
and so miss a turn until their teammates
can save them; or take damage and be
incapacitated until their teammates revive Creative Ideas
them. You could try Pandora’s Boxes that
shouldn’t be opened, buttons or levers If developing a character from scratch is
that release monsters or poison gas, or too much, try creating a few for them to
more complex moral situations eg getting choose from and add to, encourage them
caught stealing something temptingly to flesh out a back story instead.
available. Again, make sure you allow time
for discussions, choices, feedback between Try asking open ended questions about
players, and maybe even conversations the child’s character, the world or the
afterwards to make the most of these story; if this is too much, you can narrow
learning opportunities. it down to a selection between 2 or 3
choices; if this is still too much, you can
Example: Impulse control - In the deep feed a line that still allows them some
forest your players come across a beautiful room to expand/follow on. For example:
clearing lit with golden sunlight; near the far
edge, a wooden box lies seemingly aban- Õ There’s a fallen tree blocking the path,
doned. It is intricately carved and the lid is what do you do? (open ended)
propped open, inside you can see something
gleaming, it looks like treasure. There’s no Õ Do you want to try to climb over it, or
one around. find a way around it? (choice of options)

If anyone approaches and opens the lid to Õ OK so what skills are you going to use
look inside, they see a small jewelled crown to climb over the tree? (spoon feed, but
and inside the lid is a sign saying ‘PROPERTY allow them to expand)
OF THE FROG PRINCE, DO NOT TOUCH’. If
someone removes the crown, a wire is tripped Perspective Taking
and a net suddenly springs up and captures
them suspended from the tree, unable to If an encounter presents any kind of

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ethical dilemma, try to encourage the Example: Perspective Taking / Sharing - the
child to consider things from various heroes are in space, and the spaceship’s life
different character and non-player support has malfunctioned. The fixer-bot
character’s perspectives; do this by asking makes its way onto the command deck, but
questions eg ‘do you think they would although it can diagnose the problem and
prefer option a) or b)? How would they be has the tools to fix it, it refuses to help or
feeling right now?’ lend the heroes the things they need. What
can the heroes say to the robot to try and
If you can, try to incorporate ‘grey area persuade it?
thinking’ into the storylines, in which
the situations and characters the heroes Example: Perspective Taking / Managing
encounter aren’t just black and white, anxiety, empathy - In a magical world, a
good or bad. Maybe a villain was only curse has been placed on a boy to make him
acting in a certain way because they were so worried he can’t leave his room. The play-
being held hostage, maybe an apparently ers have to reassure him using everything
helpful creature only helped because there they know about managing worries. The
was a financial reward. If there’s more spell will only be broken if he voluntarily
than one child playing, this could lead leaves his room; if they make a wrong move
to interesting group discussions about he becomes too scared and runs and hides
whether to attack or rescue a villain, for under the bedclothes, time rewinds and the
example. players find themselves back at the door,
ready to try again.
Try introducing non-player characters
that personify the skill you want to work Guide the players if necessary -Ask ‘how is
on, either positively where they model the the boy feeling when he opens the door to
behaviour you’re aiming for, or negatively, you? Do you think you should arrive in all
where their behaviour needs improving your armour with your weapons, or change
– exaggerate this comically, to keep it the way you look? What should your voice be
fun! See what reactions this brings out in like? Does it help to tell him not to be scared?
the child, and what instructions or advice What do you do to feel calm?’
they offer the character. You could ask
questions directly after the game if you
build in some kind of debrief at the end, Fine Motor Skills
eg ‘what did you like about this character?
What didn’t you like? What makes them Õ Encourage the child to draw out their
easy/hard to be friends/work together own character sheets, and contribute to
with?’ the map

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Õ Write back stories for the characters,
turn games into written stories/comics
for handwriting practice, write spin-
offs etc

Õ Make a set of minifigures to represent


each character on the map - little
drawings on card in a bulldog-clip stand
work well, no need to be fancy!

In Closing
In all of this, remember that it needs to
stay fun. Growth happens best when there
is a sparkle in the child’s eye, and they
are motivated, engaged and connected
with you, and you are working together
on the things they find tough, as equal
play partners rather than a superior adult
instructing a child. If you have doubts, or
if it starts to feel too much like hard work,
stop and go back to playing together for
the joy of it!

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