5 thoughts on “What kind of stories is Masks good at helping us create?”

  1. Masks is good at telling stories about young heroes, struggling with their own identity and dealing with the pressures of the people they care about (un)intentionally put on them. It also helps if you think of the pacing and action as being contained in a comic book.

  2. I haven’t had a chance to play, but yes. A label shift, narratively, is the character perceiving themselves as more in line with that shift. If Danger goes up, they believe themselves to be more dangerous. If Savior goes down, they believe they are not or don’t need to be as much of a Savior. Etc

  3. I have had the chance to play. It is great for stories of finding one’s self amid a landscape of conflict from a position of rising power. 

    Perhaps the mechanics paint a better picture when summarized in plainspeak vs the text given: there are very few limits to using powers, current feelings play a big role (conditions are things like Scared, Angry, and the game pushes players to act through them), confidence in a certain ability is represented by the changing stats, and rejecting or accepting others’ Influence is a core mechanic as well (as is bringing those influences to bear in order to make players decide to agree or reject them)

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