So.

So.

So… my players are having trouble managing their conditions. Rolls to comfort or support frequently seem to fail, and they seem to have trouble coming up with good justifications for clearing their conditions.

It seems like there’s no GM move that allows me to tell a player that a condition has been cleared, and outside of player end of session moves I don’t see a reliable way for players to clear their own conditions. Is this working as intended, am I missing something, or is there some change that could be made to let me clear some conditions for the players given adequate downtime and access to the right people/resources?

I’m a recent convert to Masks, from previously mostly playing mutants and masterminds for my superhero roleplaying…

I’m a recent convert to Masks, from previously mostly playing mutants and masterminds for my superhero roleplaying…

I’m a recent convert to Masks, from previously mostly playing mutants and masterminds for my superhero roleplaying needs. I had some questions about how more experienced Masks GMs handle aspects of the game.

First of all, how do you usually go about keeping the older, more powerful heroes from taking over and solving the PC’s problems for them? In Teen Titans, for instance, the young heroes were given their own city to protect, but the setting being Halcyon city doesn’t really seem to allow for that.