I’ve now run a further 3 sessions since my two-part opener, and as I’ve said previously the whole thing as my first…

I’ve now run a further 3 sessions since my two-part opener, and as I’ve said previously the whole thing as my first…

I’ve now run a further 3 sessions since my two-part opener, and as I’ve said previously the whole thing as my first GM role has been incredibly eye opening and a big learning curve. Still forgetting to make sure that conditions affect roll modifiers and such, and constantly battling to try and make sure that a group of 7 players doesn’t just overwhelm whatever foe I put infront of them!

Since my players ended the “first issue” with a bit of a split one team went off in search of some answers about the Outsider’s cryptic message from home, befriending a one handed bar landlady-cum-information broker and infiltrating without being detected a technology company that deals in creating life model decoy style androids for supers who wish to protect their secret identity.

After finding out what they could they headed to the route of a protest march that had been going on after getting news of a bomb going off, but thankfully not seriously injuring anyone thanks to the Legacy’s earlier precaution of having a hunch and asking some of her Legacy pals to go and keep an eye on things.

When there they noticed a shady figure scoping buildings out from the roof tops…

Meanwhile the other group went on a treasure hunt (which was poorly structured by myself so they spent a lot of time just not getting anywhere!), however eventually they got where they needed to be, a warehouse on the docks where a cultist ritual was taking place. The treasure they were hunting was a cultist himself, the Doomed in our game is seriously dark and is intrinsically tied to an inter-dimensional being of great power, who the Doomed has trapped in his sanctuary, and who unfortunately also provides this Doomed with his powers.

With cultist eventually in tow they were stopped by an AEGIS detainment team, interested less in their exploits that evening and more on the Nova that was with them, for undisclosed reasons. A brief skirmish ensued in which the commander of the detainment units was left writhing in agony on the floor as the Doomed lost his cool and wanted to find a way out of the situation.

Having taken the cultist to his sanctuary, and allowed him to be sacrificed to this inter-dimensional being… with Nova watching on shocked but unsure whether to judge Doomed if this was for the greater good or not (yes, our Masks story has an inherently more grey perspective on life and death in this situation… I am keeping an eye on it to try to make it something that is redeemed rather than spirals out of the sense of heroic duty)… information was found on a number of old relics that were once used by the great threat of the Legacy’s past, who will come again, including the “Marionette stone” that they had retrieved from their fight with the Golden age pirate-like “Captain Slaybeard” in the two-parter before.

And so, the team rejoined in the latest session, as team A confronted the sneaky guy on the roof and decided that with their powers seemingly failing them they needed backup and called in team B to come and help.

A fight ensued between this balaclava clad assassin like man, who frequently frustrated the team with their powers just fizzling as they attempted to take him down or stop his attacks. Eventually though the Outsider transformed into a silverback gorilla from a height and dropped on their shady foe, ending his struggle against them.

They learned that he was scoping out a job, a contract found on the dark web to assassinate the Mayor (who happens to be the Meryl Streep in our little universe). Forcing him to decline the job, and give them information on who he found the contract from, the team handed him over to the authorities… first the super-powered international emergency response force, the SPEARS, who rejected the notion that the guy was under their jurisdiction, and then eventually the local police who were happy to take in suspects that they could question about the bombing.

Heading back to base the Outsider managed to get back in touch with her parents on her homeworld, having feared that they may be dead or her planet destroyed. Instead she learned that there had been a major deception, and a break out of their prison.. specifically her as yet unknown of eldest sibling, a source of family shame kept secret to our hero, had escaped.

Meanwhile the Legacy was getting frustrated with how much the SPEARS, who she feels could be a great ally, don’t seem to respect her and the Legacy, and gets some advice from her sect leader, Justice, to find a specific contact and gain their trust to get an “in” to the SPEARS.

And lastly, “Team B” along with a confused but relieved Outsider head to the pub, the “Golden Compass”, where Ted… an ally of the Doomed runs a small bar/cafe in a quaint part of town. However when they get there they find the place trashed, entering the back room an automatic holo-projection set by Ted plays into the room, showing that AEGIS, specifically the team that were thwarted earlier that evening, have come and forcefully taken Ted and all his equipment.

And so now here we are, thinking about the route forward to the next session. Everyone is at the Protege’s base, and they’ll have a decision to make. There is a contract out to assassinate the Mayor, and there is a threat headed to this planet from Outsider’s planet in the form of her newly-learned-of older brother. There is also a desire to find allies in the SPEARS, and also to go and save Ted and put a stop to AEGIS targeting them. Which will get priority? And will their decision have consequences to those objectives that they can’t meet?

Our Protege player has made no bones about her character’s origin: he’s the crown prince of a criminal organization…

Our Protege player has made no bones about her character’s origin: he’s the crown prince of a criminal organization…

Our Protege player has made no bones about her character’s origin: he’s the crown prince of a criminal organization that was demolished and taken over by criminal rivals in a power play that killed his parents. He was, like, 13 when this happened.

His mentor, Lady Azrael (whom I’ve mentioned recently: she has funky demon-sight that lets her see Possible Worlds), is a mash-up of the Punisher and Elektra in a Daredevil costume. She’s a bronze/iron age street-level super with no qualms about using her future-vision to kill street scum.

So, the Protege’s player concluded that Azrael recruited her then-13-year-old sidekick because her demon-sight told her that he would become a terrible villain one day in the future without someone there to shape and guide him. So, in a bizarre comic book twist, we’ve got the (classic?) odd-couple pairing of Murder Hero and Kid Trying To Be Kept From Murder. It’s the Leon the Professional archetype if not the actual relationship.

So, yeah: the players have all known this about the Protege’s origin. The Protege has not. The Protege does not know that Lady Azrael has seen him go evil in her mind’s eye or whatever.

Well, in our game yesterday, the Protege met an old companion of Lady Azrael. Said companion dropped the bomb that she split up from Azrael 15 years ago when Azrael started getting weird and talking about the Protege being her sidekick. Companion went ahead and told the Protege that, apparently, in 9 out of 10 timelines, he goes to the Dark Side hardcore.

Just drops this bomb on the Protege smack in the middle of the team breaking into Rook Industries to steal important plot things. The team had literally also just gotten into a fight with AEGIS agents who were trying to arrest Azrael. The team has also intimidated civilians to get their way recently… and all of these were the Protege’s plans. This has been a thread throughout the campaign, of playing a joyful, cool, Dick Grayson-style kid raised by a gritty Batman-type, and seeing how that struggle plays out when the pressure gets high High HIGH.

The answer is: it has never turned out well, he copes with stress terribly.

And suddenly everyone at the table, sitting there with mouths wide that this NPC just dropped my twist on the Protege’s origin back in the player’s lap, start talking: “Wait, 15 years, that’s like… your entire life!” “She could have saved your parents, but instead she just recruited you after their murder!!” “So, wait, when she’s shifting your Danger up, is Az just frickin testing you to see if you’ve snapped?!”

And one of the players just reaches into the Playbook pile, grabs one of them, and hands it to the Protege player and says: “Here, you’ll be needing this.”

Protege player holds up the playbook she was handed, with this huge grin on her face. It’s The Doomed.

I love this game. The best parts aren’t even the straight-up super-power stuff; it’s all of the chaos and drama that spools out over multiple sessions spent pushing and prodding where characters are vulnerable, using your Hooks, and watching everyone’s faces light up when stuff that’s gone before gets reincorporated in surprising ways.

Highlights from this session of Masks:

Highlights from this session of Masks:

Highlights from this session of Masks:

Super Pizza, a pizza place frequented by superheroes (with signed photographs on the wall (the photographs are actually panels from older comics)) whose mascot is an anthropomorphic slice of pizza wearing a mask and a cape and punching a villainous salad.

Solid State the Janus ordering only a salad at this place – leading to the nickname of Salad State.

A Superhero (Ronin) involved in an illegal smuggling of alien deathlazors. Against his will of course.

The Protege going invisible and stealing the weapons.

The Reformed taking pictures about Ronin doing this.

A group of drunken punks telling the Newborn that Superheros should use their powers to fight ‘the man’ and making the Newborn write it down as a lesson for the future.

The revelation that Ronin is a character that was created (in fictional publication history) to draw in the manga/anime fans but who had a really great writer early on that did tons of interesting stuff with Ronin, reconstructing a lot of tropes of anime and making a very memorable run. Nowadays he is still around because the character was so popular at the time but now no author one knows what to do with him.

The revelation that the Protege Whisp is mainly doing the hero thing because her mentor forces her to. This actually came out of a nice snowball of moves going Reformed sharing a triumphant victory -> protege sharing a weakness as the answer and the Janus comforting her.

Playtest Report: The Reformed

Playtest Report: The Reformed

Playtest Report: The Reformed

There is a problem with the way the obligations the Reformed has play out in our game. For one there was no reason so far for the Reformed to get back to her villain contacts for help. Now that is on both the player and the GM of course but a character wanting to get away from these villains wouldn’t really go directly back to these characters for help especially when they come to them with their own problems all the time.

In addition the calling in of a favor or crashing into the reformed’s life takes up way too much screentime. In a 2 hour session all playtime can be taken up by that thing, especially when the reformed is eager to work off their debt. While this has lead to one story development that everyone enjoys (I think) other times it feels like a drag that we need to get through before we get back to that other cool stuff.

In addition the move triggering every session has proven to be a problem. A session can easily take up very little in game time. Last session one of the Reformed contacts asked them to guard an exchange of contraband vs. cash for them and we didn’t get to that evening happening before the session wrapped because moves snowball. So next session by the wording of the move the same character would call our Reformed again for help even though the thing they were supposed to be doing hasn’t even happened yet.

To fix the timing problem we will move that trigger to “when time passes”, just as the Janus does. We will also add a Janus to our game and so we will see how their downtime moves feature differently in the game and how much time it takes.

How were your experiences with the Reformed’s contacts in your game and how did you handle it?

Extra thoughts: What the hell hero has been used 2 times so far I think, both times to just inflict a condition. The character also has the A Mirror Darkly move which I fully forgot about so far because for that character I was focused so much on their contacts. Will try to bring people he hurt more into the spotlight now that I remembered.

Brendan Conway and 1of3 may like this.

Hey everyone!

Hey everyone!

Hey everyone! I have been loving the content on here and decided it was time to share some of my own. Me and a few podcast friends get together and do an actual play podcast of our masks game and one of our players is an artist who decided to draw the team.

From left to right we have

Kid Kati, the delinquent: a psychic punk girl with a flair for manipulating emotions

Nazgrim Bloodscale, the outsider: An alien scout from a warlike species sent to evaluate the worthiness of earth and its heroes.

Eli Whack: The reporter out to bring them all down (also the GM).

The Golden Glove, the legacy: The most recent in a long line of boxing themes heroes who uphold justice and all things good, despite their troubled past.

Meteorite, the janus: A young man with the ability to manipulate gravity and a penchant for getting in way over his head as he tries to balance his dual life.

If anyone is interested you can find the podcast here, we would appreciate the feedback.

http://nerdsonaroll.libsyn.com/podcast

Happy Jacks RPG Podcast has started a Masks game. They’ve just done the first episode, which was character creation.

Happy Jacks RPG Podcast has started a Masks game. They’ve just done the first episode, which was character creation.

Happy Jacks RPG Podcast has started a Masks game. They’ve just done the first episode, which was character creation.

If you’ve never watched any Happy Jacks, they’re just really great people playing fun games.

https://youtu.be/9XZUsnkUuyo

https://youtu.be/9XZUsnkUuyo

I finally managed to do a write up of the first session (that took two sessions really).

I finally managed to do a write up of the first session (that took two sessions really).

I finally managed to do a write up of the first session (that took two sessions really). Second and Third sessions happen this weekend!

https://docs.google.com/document/d/1pJ57riZ1snQHjKT0lPVjpJgkzHvYnXVZ4_6owmm-bRY/edit?usp=sharing

So long ago I posted here to ask for some players for a play-by-post game, and got a pretty immediate response.

So long ago I posted here to ask for some players for a play-by-post game, and got a pretty immediate response.

So long ago I posted here to ask for some players for a play-by-post game, and got a pretty immediate response. Felt that it’s been long enough I can throw it out there for other people to peek in after all this time. The link is here http://www.giantitp.com/forums/showthread.php?508984-San-Fransapporo-(Masks-A-New-Generation-IC)

To give some over-view and just some general ranting. We started out with seven players. Newborn, Janus, Legacy, Protegee, Transformed, Bull and Doomed. The Protegee dropped out pretty quickly as I sort of expected one of the seven would so that brought us to six.

The nature of play by post makes it difficult to do things in “sessions” as the medium is slower so I’ve taken to split things into “Issues”. More self contained periods of time where the players have an over-arching goal that comes about from the narrative in an, I hope, organic way. Started, traditionally, with a super villain fight and they wrecked it with some really solid rolls. Spun out from there into a “rescue sick party member” story that culminated in some pretty decently high stakes fights.

Also to facilitate some movement in play by post, I have taken to doing End of Issue Moves along with the end of session moves. These are moves tailored to the individual story of the characters to reflect some passage of time or to deal with issues that might be important enough to take care of but not so important that we need to break the narrative flow of the game to worry about. For example, the Doomed got into a large fight with her father. Instead of deal with that fight in the game, I had the Doomed roll to see how the fight went and let them narrate it when we started Issue 2 and then took over the consequences of that roll for where the player started when the game started up again. Basically the moves are intended, and seemed to work well, to clear up the lag time that happens in play by posts.

We lost our Janus along the way, but replaced it with an Outsider. We’re now in Issue 2 and I highly recommend any one curious to take a look in. They’re all wonderful writers, I am beyond grateful for getting a team of creative and enthusiastic players who enjoy the spirit of the game as much if not more than myself.

http://www.giantitp.com/forums/showthread.php?508984-San-Fransapporo-(Masks-A-New-Generation-IC)