Hey guys, just giving a bit of a success story and a thanks for the great community.

Hey guys, just giving a bit of a success story and a thanks for the great community.

Hey guys, just giving a bit of a success story and a thanks for the great community.

So a week or so after the official pdf launch I posted a discussion about how my players were having trouble getting the setting and were essentially massacring bad guys who had already surrendered, stuff like that.

Well there were mixed ideas for how to handle it, but in the end I decided to confront the players directly, explain how it didn’t fit the setting and game, and then give them the option to either continue as is, or retcon back a session and try again. We ended up going with the second option.

Several months later we finished the game and everyone agreed it was the best rpg story and most enjoyable game we’ve been a part of.

We’re taking a break to play some Dresden Files RPG and Call of Cthulhu, but then we’re coming back for a sequel set a few years later. It’s a great setting and game system, and I’m very happy to be playing it.

2 thoughts on “Hey guys, just giving a bit of a success story and a thanks for the great community.”

  1. Getting everybody on the same page tone-wise is a common challenge with supers.

    My default assumption is superheroes = four colour heroes. My group tends to default to a much harsher model.

    In the last Masks game I ran they killed the supervillain (more through carelessness than malice), covered it up, and ended up working as off-the books operatives for a secret government agency.

  2. I (and others from my gaming group who GM Masks) have started giving a little intro to the game that includes the tone that this is not deadly superheroics. We liken it to Young Justice or Teen Titans cartoons. Death might happen, it should feel real, but if it does happen it’s a massive shakeup to the characters’ world.

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