Has anyone played their groups “when the team first came together” as an issue 0 or anything like that?

Has anyone played their groups “when the team first came together” as an issue 0 or anything like that?

Has anyone played their groups “when the team first came together” as an issue 0 or anything like that? If so how did that go?

5 thoughts on “Has anyone played their groups “when the team first came together” as an issue 0 or anything like that?”

  1. I haven’t, but I’m intrigued by this idea. I wonder if it could work as a shared-GM kind of thing. Use the questions as guides as usual, but actually describe the panels as you would during normal play. I’d be less inclined to use the moves, though, and instead make it entirely narrative with outcomes determined via the conversation.

    Edit: I may actually try this if either of my groups reboot with new characters. I think it would work best with a group that already has experience with character generation and play.

  2. It’s great as a later session and you can laugh as you make comments on “future” possibilities. If you’re ever, just, completely out of ideas (after looking at typical trope plots) do it as some vignettes and understand what needs to be done, and go from there

  3. I have, and wasn’t a fan. It felt forced and a little awkward. We’d already decided our bonds and then had to play our first meeting before the bonds actually existed. It wasn’t terrible, but I would’ve preferred to jump right into teamwork.

    But I hate “meeting” sessions. Fine if a character or two is new, but I find stories about characters meeting for the first time to be extremely boring. How many times can the characters ask variations on “how are you useful to me?” Too many hours spent over analyzing in a lunchroom (tavern) instead of adventuring.

  4. Masks works best as Vanilla. Normal Rules and Basic Playbooks. Any alteration, no matter how small, can vastly hurt the game. This is exactly why the Limited Playbooks are ‘Limited’, and why the books strongly cautions the GM about adding them to your game.

    A big part of Masks is that the different teammembers wants to be there. They’ve thought about it and decided YEP, ‘I’m here to stay in this Team. I may look differently on the outside, but this is where I belong.’ And this is such an important concept that it’s one of the first things the Core Rulebook tells you.

    If you alter the normal start and have the Team not start together and established. Then you have a bunch of teens who have very little reason to care about each other. Why work with a jerk you know nothing about? Why not just walk away? Why comfort/support a weird stranger who is probably dangerous?

    I once played in a game that started directly after the ‘When we first came together’ event. It quickly devolved into a story about superpowered individuals doing different things rather than a superhero team. Without an established base, hangout, or a way to contact eachother, everyone just kinda drifted apart. And since no one really knew each other, there was really no reason to keep up with or hang out with everyone either.

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