I don’t understand Brass Brilliant’s move: “Provide validation to a potential ally”, from the deck of villainy.

I don’t understand Brass Brilliant’s move: “Provide validation to a potential ally”, from the deck of villainy.

I don’t understand Brass Brilliant’s move: “Provide validation to a potential ally”, from the deck of villainy. Any advice ?

Make Dragonia feel Dragonic

Make Dragonia feel Dragonic

Make Dragonia feel Dragonic

That is the first agenda of the game, and the most specific to Epyllion.

And also the one I have the most trouble with. I am just not used to dragons being the good guys, probably 🙂

I find it quite difficult to depict a Dragonia that feels draconic.

I have started a campaign with my two boys, 8 and 12 years old. Aside from the different reasons that make the game a good choice to play with kids, I chose to try Epyllion with them because of the Friendship Gems, and the hope that it could help them taking good habits of friendly relations (instead of fighting and arguing and dirtytricksing all day long…).

They seem to have no problem picturing themselves as dragons, they have fleshed out their dragonselfs very well and always have a lot of amazing ideas each time I ask for things to build on. Most of the time I have to hit the brake after a few sentences so that we stay somewhat on track. I am amazed at how quickly they appropriated the idea of “mixed beasts” and how many wonderful creatures they have created 🙂

Right now, it is mostly working well, with a few sessions under our belt. I just try to prepare the description of a few dragons or beasts between each sessions and all the rest is taking shape dynamically.

Still, I feel a little uneasy as far a describing dragons, the houses of dragons, the cities of dragons, the lands and other inhabitants of Dragonia, and so forth. I am not quite used to describing a world without any humanoid bipeds in the primary roles. I feel like I use up ideas too quickly.

I think the main thing is that, in order for dragons to craft objects, or read books, they need to be a little more anthropomorphous than what is described in most fantasy literature (at least from what I have read). Like, they need to be able to sit, carry bags, put elbows on a desk in order to write, etc…

I have started looking for some fantasy literature showing the world from a dragon’s point of vue. My first, easy find was the dragon series from E.E Knight, which gives me a lot of ideas. But still, the dragons that are depicted can’t do a lot of things with their clawed paws. AuRon seems to be able to read humanoid books, but beside that he isn’t able to do much more than any quadruped.

I also found the adventures of Sir Benfro, written by J. D. Oswald. He describes a village of dragons, with houses and tables and everything. They seem to be able to do a lot of things, but the way they are depicted, they might as well be humanoids. There is nothing in the text that explicitly explains how they do all these things. If you jump to a random chapter narrated by Benfro, you couldn’t tell he is a dragon from the way his actions are depicted. He might as well be a human. Disappointing.

I would be glad to see any sharing of ideas and source of ideas about how would be a world of dragons like Dragonia 🙂

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

I am quite puzzled by the Hook Record Sheet (last page of the GM Sheets).

It seems it lacks a field to write down the name of the character involved in the hook pair ?

Also, from this sheet, I assume hook pairs are supposed to be symmetrical in term of which labels are modified: say, if NPC1 is +Freak and NPC2 is +Mundane, it means NPC1 should always be -Mundane and NPC2 should always be -Freak ?

When I read and re-read the chapter about hooks I can’t find where it is explicitly explained. It seems it is implied that a pair of hooks push/pull the same labels.

Any experience on using hook pairs ? There is mechanically a back-and-forth between two labels, and from the experience I had it feels like we are going in circles (and I have heard that from other people).

If only one label is common, it seems it will help move the character somewhere: for example a Legacy unsure of his ego could have NPC1 +Superior/-Savior and NPC2 +Mundane/-Superior and then have an incentive (mechanical and fictional) to find a NPC who will help keep his Savior up and/or Mundane down ?

Most of the times I have GMed, I haven’t planned specific labels to be push/pulled by specific NPC: I have just let the fiction speak for itself and I went with the wind as far as choosing which label to pull. I feel like I am missing something great. I would greatly appreciate any input on the use of hooks from experienced GMs of Masks 🙂

There was already some playbooks and MJ reference sheets, now a light french translated version of Masks: a new…

There was already some playbooks and MJ reference sheets, now a light french translated version of Masks: a new…

There was already some playbooks and MJ reference sheets, now a light french translated version of Masks: a new generation is now live.

The kickstarter for the full version is planned in april, together with other great games like Urban Shadows, Saga of the Icelanders, Action Movie Worlds, World Wide Wrestling, Uncharted World, Undying, …

Originally shared by Guy Blavin

Une version française résumée du jeu MASKS: a new generation est désormais disponible.

Avec une magnifique couverture dessinée par Fabrissou !!

http://masques.pbta.fr/2017/02/27/masques-une-nouvelle-generation-version-light/

Just to let the community know, I have translated most of the playbooks in French, along with the reference sheets.

Just to let the community know, I have translated most of the playbooks in French, along with the reference sheets.

Just to let the community know, I have translated most of the playbooks in French, along with the reference sheets.

I would love to get feedback.

In particular, I changed the formatting of the playbooks, separating the creation/advancement part from the things you actually need in play. I guess even non-french speaking people could have an opinion on this ?

http://masques.pbta.fr

http://masques.pbta.fr

Hi all

Hi all

Hi all,

There are 5 conditions in the game, and 5 labels.

Each condition actually affects the actions associated to a specific label: :

Afraid <=> Danger (-2 to directly engage)

Hopeless <=> Freak (-2 to unleash powers)

Insecure <=> Savior (-2 to defend or reject influence)

Guilty <=> Superior (-2 to provoke or assess situation)

Angry <=> Mundane (-2 to comfort or support or pierce the mask)

Am I right in understanding that adult moves are not affected by conditions ?

If true, wouldn’t it be more intuitive for newcomers to put each opposing condition in front of the corresponding label in the playbooks ?

At the same time, the page about Adult Moves would state explicitly that they aren’t affected by conditions, and the information about Insecure affecting the reject influence move could be added directly in the move description ?

Hi all

Hi all

Hi all,

I would like to share my view on page 88, Clearing conditions:

“At the end of any scene in which you take the corresponding action, clear

that condition”.

This statement confuses me. After re-reading and thinking about it, I think it is confusing because it is not written as a set of Moves (“When ….”).

Here is how I would rewrite this part:

“When you take one of the following actions, while having the corresponding condition marked, surround the mark with a small circle” (actually means you mark the condition for clearing)

(here, the list of actions and corresponding conditions)

Then, another Move:

“When the end of the scene is reached, if you have conditions marked for clearing, clear them”

Any thought on this ?