I’ve been playing the Newborn Beta playbook in a pbp, and I had a few questions about it.

I’ve been playing the Newborn Beta playbook in a pbp, and I had a few questions about it.

I’ve been playing the Newborn Beta playbook in a pbp, and I had a few questions about it.

1st. The move role model, is really cool, as it allows you to copy a PC you admire’s move once per session. However, it doesn’t offer any bonus for following the Nova or Doomed. Was that by intention-as in, they shouldn’t be considered role models? Those two lack moves, unless they take one with advancement from another playbook.

2nd. Lessons is a really cool mechanic. However, it’s not clear about his 4 lessons. Can he only have a max of 4 lessons? When he erases a lesson, does he have to keep the prompt, as in ‘A superhero should’ ‘I am…’ etc? Could he create a lesson without following the prompt after the campaign begins?

I’ve been looking at the Reformed beta playbook, and I noticed something that bothered me.

I’ve been looking at the Reformed beta playbook, and I noticed something that bothered me.

I’ve been looking at the Reformed beta playbook, and I noticed something that bothered me. The team moves. Unlike other team moves, they say ‘ask players something, and then do this’. It doesn’t say, ‘if they answer one way, do this’ or ‘if they don’t answer, do this’. It takes a bit of power from the other players, as there’s no benefit to answer the questions-influence will be taken any way. There’s also no penalty for not answering.

Was this a purposeful design choice?

I was wondering if there were any rules in the rulebook for adding players mid campaign.

I was wondering if there were any rules in the rulebook for adding players mid campaign.

I was wondering if there were any rules in the rulebook for adding players mid campaign. I couldn’t find a section for it like in Masks. How is debts done in that case?

I think I’ve come up with a new GM move:

I think I’ve come up with a new GM move:

I think I’ve come up with a new GM move:

Support or Undermine a Ship

The Bull, Janus, and the Nova are in a love triangle, so it’s a lot of fun seeing which characters approve of the romance, and which don’t.

The Bull’s mother doesn’t approve his love for the Nova, while the Nova’s mum thinks the Bull is a gentleman. And that’s just the ones the PCs know about.

Even the villains have their preferred ships, which is funny when they say ‘I hope it works out, now get back I have a death ray!’ I know it’s gonna get much worse when one PC changes their playbook to the Star.

What about you guys? Do you take advantage of your PCs falling for each other? Do you engage in playful (or not so playful) ship wars among the NPCs? Are you gonna start?

I was wondering about the option for take a powerful blow, “you lash out verbally: provoke a teammate to foolhardy…

I was wondering about the option for take a powerful blow, “you lash out verbally: provoke a teammate to foolhardy…

I was wondering about the option for take a powerful blow, “you lash out verbally: provoke a teammate to foolhardy action”

Does this mean they also need to roll the provoke move? Or is just a roleplaying thing?

Hi guys I was curious about something involving marking conditions.

Hi guys I was curious about something involving marking conditions.

Hi guys I was curious about something involving marking conditions. Can a player give themselves a condition whenever they want, similar to how they can always give influence to whomever they want?

My player has the transformed move ‘Coming at you’, which gives him a +1 against whomever he blames for giving him the condition. He is angry (in fiction) at a villain for endangering lives, so he just gave himself Angry without a move asking him to, and blaming the villain for it.

I’m personally ok with it-because the condition has more negatives than benefits, but I wanted to find out what you guys (and potentially the game creators) thought of this situation.

EDIT: Thanks everyone, but we’ve found our MC.

EDIT: Thanks everyone, but we’ve found our MC.

EDIT: Thanks everyone, but we’ve found our MC. Specifically, we’ve found 2. Each of them will take a team of PCs, making two different teams in the same shared universe of Halycon City. This should be a lot of fun. 🙂

Some of us on the GITP forums are looking for an MC/GM for a new pbp Masks game. There’s already one on the forum, run by myself, but they can’t get enough. I would also like a chance to be a player for once.

If there’s any interested MCs, please post on the thread, we would all be incredibly grateful.

Also at least one of the players wanted to try out one of the newly released playbooks (The Reformed I think), so this could also be considered a playtest opportunity.

(Not sure if this counts as Actual Play or announcements, so went with my gut)

http://www.giantitp.com/forums/showthread.php?495407-Masks-A-New-Generation-(Super-Hero-game)

Hi everyone.

Hi everyone.

Hi everyone. I was wondering if anyone had made some sort of hack or playset involving the players all contributing to the same singular object of focus. Like, looking after a space ship, or a castle, or a giant mech.

I was inspired after seeing the new Voltron series on Netflix, and thought an apocalypse hack where all the players contribute to the strength of one item. This could be done for a Voltron game, or a power rangers game, or a Captain Planet game etc. A game where coming together as a team is essential to victory.

I had an idea for how friendship/teamwork works, based off Epyllion’s friendship gems. But I was hoping someone else has done some singular item or focus that all players contribute to. Then I would have a starting off point.

Has anyone done anything like this, or something that could help inspire me?

Thanks in advance for your help.

Hi there, I was curious about something.

Hi there, I was curious about something.

Hi there, I was curious about something. When your villains mark a condition (from hero attacks, spent influence etc) do you tell the players you have marked a condition? And if so, which condition?

I’m not sure because the book says to cloak your moves, but if you tell them the villain is angry, they understand “oh that’s why he threw me through a wall”.

Also do you explicitly tell the players how many conditions the villain has in total? Or how many more they have left before they are defeated?