We had our fifth session of “Mega High”, the superpowered high school game I’ve been running with Masks.

We had our fifth session of “Mega High”, the superpowered high school game I’ve been running with Masks.

We had our fifth session of “Mega High”, the superpowered high school game I’ve been running with Masks. This is the session where I felt most comfortable with the rules, so I’m documenting some cool turns and thought processes.

I’m new to PBTA-style games, but not narrative-driven games. So I was a little stymied at first at the narrow channels that the moves funnel into. And GM moves also felt stifling at first. But once I leaned into it and let the system take my weight, I recognized the system’s tremendous potential for churning drama.

Example: I play with a lot of strong character-voice RPers, so it’s not uncommon for (say) the Delinquent and the Transformed to riff off each other in a one-on-one scene where the Delinquent waxes enthusiastic over the Transformed’s scary morph in the last big battle. These are fun, but, in most games, they lack a narrative hook by which I can tie them into the overall story arc.

Fortunately, this past session, I realized that the Delinquent was telling the Transformed who he was / how the world works. “Do you accept his judgment, or do you want to reject his influence?” Suddenly, what would have been a fun but unimpactful throwaway scene had import! Dice hit the table, labels were shifted, and the scene reached a natural, satisfying conclusion.

Once the players realized the potential of the moves, they started stepping up as well. Our newest roleplayer was the first (in our first session, if I remember) to do something drastic in order to clear a condition. We’ve had more heroes doing that since then, and the results always shift the story arc in a permanent way that I couldn’t have expected.

There are still a few stumbling blocks, but I’m much more enthused about using Masks than I was previously.

On sunday we had another session with Masks and had a blast atfer a slow start.

On sunday we had another session with Masks and had a blast atfer a slow start.

On sunday we had another session with Masks and had a blast atfer a slow start. The first three hours were a bit filler as I was not on my best form. I had an idea about dream like game where one of the NPC’s developed dream controlling powers and he imprisoned people there and the PC s neede to save everyone. The structure didn’t really work – luckily we had good moments so it wasn’t bad.

The middle game was resolving the dream structure where I gave players a lot more to do, introduced more known NPC s which were in peril in the dreamworld and also went a lot darker. Players loved this and we had good latter two hours of dreamland school gaming. The ending was a surprise to all and left nice questions about the characters and about the school which dark side washinted a lot.

The latter half of the game returned to the school trip we are on. I had more NPC s join the group, had more lectures and activities that had absolutely fabulous romantic drama with photography shoot and the talks between being really emotional. One of the best elements – and the one I was really happy with – was the talk with the dream manipulating Jack who understood what he had been doing and was now been transferred to schools secret research lab – to be used for some unknown aim. He was horrified what he had been doing to the other students – who were understanding but still somewhat disturbed by his actions.

It was reallynice to see some background students show a villainous side and have somewhat villainous characters show a good and strong side. The romantic side also was on front and npc s really pushed their emotions on to pc s expecially the ones that were not the ones the pc s were after. 🙂

Here’s another actual play report from this weekend.

Here’s another actual play report from this weekend.

Here’s another actual play report from this weekend.

Originally shared by Blaze Azelski

Oh. My. God. 

Just got through with a session of Masks run by Brendan Conway. It was amazing. Everyone really seemed absolutely on top of their game. We ended up using a villain as an ally against my misguided twin brother, the Beacon forgave me after I disowned him, a rivalry of sorts was started, a supremely powerful (alien?) artifact was dissolved by the Nova’s will (who also eliminated someone else’s ability to alter reality by altering reality himself(through science?)). Our Beacon more than proved himself to our Protege and himself, our Nova is accepting himself as a beneficent god, and our Protege managed to NOT kill anyone, as well as coordinate the team, mostly. Couldn’t ask for more from a single session. It definitely left me wanting to read the second issue of that comic.

Huge thanks to everyone who was part of that game.

Apologies to Brendan, who didn’t get to mess with us as much as he wanted because we rolled too well and were super helpful to each other.

Some people got to play Masks with Brendan Conway over the weekend, and it sounds like they had a good time.

Some people got to play Masks with Brendan Conway over the weekend, and it sounds like they had a good time.

Some people got to play Masks with Brendan Conway over the weekend, and it sounds like they had a good time.

Originally shared by Jason Cox

I was lucky enough to play Masks with some fine folks at Brendan Conway​’s virtual table today. It is one of my very favorite games, though I have not had as many chances to play as I would like. I played the Nova, Fission, a young scientist who found himself transformed into a god-like being with control over the molecular nature of objects. It was against type for me, as I normally prefer calm and collected skill based heroes to immense powerhouses fueled by conflict, and that gave me room to explore a little.

The real jewel of Masks of course is the complex inter-personal relationships between characters. Blasting the bad guy is way easier than telling a rival that you admire them or admitting your fear that you will lose your sense of what is right. This game was high-action, but never the less occupied that sweet spot. My favorite points were between Huma, the legacy, and Sureshot, the Beacon, who really formed the moral center of our group.

If you have not played Masks yet, I promise you that you are missing out!

From our final session: “Future you is telling present you who you are and who he was and how the world works.”

From our final session: “Future you is telling present you who you are and who he was and how the world works.”

From our final session: “Future you is telling present you who you are and who he was and how the world works.”

An update from the PBP Villain Team MASKs game.

An update from the PBP Villain Team MASKs game.

An update from the PBP Villain Team MASKs game.

I finally got back into things after a pretty nasty car wreck earlier this year (had a player drop during that time) but man did we swing back into things hard.

The fun part of running a game for Villains is making enemies that are more evil than they are, forcing them to be anti-heroes as well as a group of people willing to do whatever they want. I came up with the Gaunt Creeper, a swaddled and bound villan(ness) who was so angry at the world for disfiguring them that all they wanted to do was spread their pain by subsonically triggering self-harm centers in the human body.

The Delinquent who is a cybernetic hacker mixed with Harley Quinn short circuited the sound system and pumped in battle music to hype the team up as the Janus used the Gaunt Creeper’s explosive entrance to summon a horde of cockroaches from the sewers to clear out the public due to squeamishness.

The Beacon and Protege directly engaged the new target and our new member (who so perfectly chose my homemade playbook “The Trainer”) used his demonic patrona to burn the costume off the Gaunt Creeper, exposing it to its own image as the Protege tapped and shared her neural networking to force the Gaunt Creeper to look at itself through her own eyes as she deviously slashed and struck at it. The Beacon sword fought the being with the lightsaber I had so kindly graced him with as a bonus for the new Star Wars release last year to scar the being even more.

Once it had been taken out, in true villain style, the Protege took leadership and put the Gaunt Creeper out of their misery and they are now super stars of Halcyon city…and the envy of many heroes who were caught off guard and busy saving the public.

I have never been prouder to be gut punched by my players and had great fun with their rolls and actions. I am even more proud to be able to create villains that are not super ultra mega neonazis to get the villains to want to save people as well as make their own mark on the City.

Next the villains are teaming up with their mentors and parents to delve into Halcyon City government vaults to break out the mcguffin for the Protege’s mentor (who, revitalized like Gadget Gal from the Awesomes has been hitting on the Janus in his hormonal teen self).

To my great players and many more awesome sessions!

http://www.youtube.com/watch?v=3TAaco2-5nQ

I ran Masks on Sunday for my group, who are taking a break from a Fate campaign.

I ran Masks on Sunday for my group, who are taking a break from a Fate campaign.

I ran Masks on Sunday for my group, who are taking a break from a Fate campaign. None of us had played before (to my knowledge) but we were familiar with PbtA mechanics.

I wrote up a synopsis of the first session (link below). There was more of a utopian/dystopian and Young Justice style vibe. As expected, we ran into a few questions about the intent of the rules:

1. When a PC rejects an adult’s Influence, and they “immediately act to prove them wrong”, does that attempt to prove wrong need to be successful? I ruled no – it’s enough for the PC to stand determined, even if the adult isn’t swayed.

2. Does the Doomed power “vitality absorption” include absorbing energy blasts? I ruled no – it’s more like lifeforce transfer, a vampiric draining from targets. We might revisit this power in the second session.

3. The characters fought a powerful robotic tank. If it successfully attacked someone trying to use their powers for another purpose rather than opposing it directly, would the “take a powerful blow” move be the appropriate choice? I wasn’t sure, so I punted. Re-reading it, I think it probably is, though I’d probably rule that “being shot with a cannon” probably doesn’t lead to “you lash out verbally” as a viable response.

Overall it was a fun game. The rules have a light touch and covered most of our questions gracefully. I think our biggest challenges will be correctly managing Influence (potentially keeping lists of who has it and who doesn’t as our web of NPCs grows) and remembering the Team options.

Thanks for a great product, Masks team!

http://astralfrontier.org/games/deep-13/2016-03-06-tank.html

My Mask’s campaign ended and boy did it end.

My Mask’s campaign ended and boy did it end.

My Mask’s campaign ended and boy did it end.

It all started two sessions ago.

After being directly attacked by the villain they were hunting down, they interrogated her and found out she was Rex King’s (Lex Luthor) clone and that Rex was planning on unleashing an army of super clones on the city. Feeling guilty, the Doomed stuck around with the clone and learned her life’s story. Feeling pity, she offered to help her get a new life. Meanwhile, the Protege was researching the tech in the superweapon she stole. His mentor interrupted and demanded they give them the villain for their own interrogations. When Rex’s clone (named Iconoclaust) kept using her influence to convince the Protege that his mentor brainwashed him into being a hero and didn’t respect him, he accepted it. He tried to reject his mentor’s influence and failed: he reluctantly agreed to give them the prisoner and got angry.

The Doomed’s ritual works and Iconoclaust has a new face and name. The paragon they send to collect her doesn’t recognize her and the Doomed convinces him she escaped. The Protege sees through this and called the Doomed out. The Doomed said he had no spine because she knows she called the paragons here. The protege punches the Doomed in the face and walks off.

Next session, the team is in shambles. The Nova, who was missing last session, reveals he was on a mission with a paragon of the city into the syndicate, the first supervillain society that is both the first one and recently formed. The paragon was captured and he lost control of his powers: destroying the base that had vital information. The Doomed decides to go with the Delinquent to talk to the Protege’s mentor. Using Adult moves, she convinces not-Batman to stop being hard on his protege and gets him to back off.

While the Protege and the Nova debrief, the Delinquent looks into the superweapon and accidentally causes it to detonate.

Working as a team, they successfully stop the device from going off and taking out a city block: for the first time in the entire campaign, they stopped something without causing any collateral damage. A fact they quickly take note of and feel proud of.

They didn’t have time to celebrate, as the Paragon’s orbiting watchtower begins to go on a collision course with the city. Working as a team, every member successfully holds it off/ fights off the army of clones / gets their ally up to the watchtower / activates the emergency rocket boosters. In the process, the Delinquent is left outside the city limits and the Doomed is knocked out. The leaders of the Syndicate reveals themselves: Rex King, The Sorceress, and the Clown. Revealing they used the captured paragon’s security codes to get into the watchtower, they reveal they have transformed all the paragons into farm animals and have super clones ready to kill the Doomed on command.

With no other option, the team stands down and is captured.

In the final session, the Outsider, who missed the last two sessions, reveals she was undergoing a biological update to enhance her shapeshiting powers and it would be dangerous to wake her up midoperation. The Delinquent begins all the other heroes super tech to arm himself to rescue his team. As he does, he comes across the Outsider in cryosleep and forces her awake: do to his misunderstanding of alien tech, he has made her biologically unstable.

As they bicker, argue, and yell, the protege awakens. Finding himself suspended in a pod alongside a rune sealed Doomed and the Nova being used a battery, he pushes his powers farther than ever (we houseruled it so he could use psychic powers) to completely dominate the guards so they let him out and tie themselves up. As he does this, the Doomed awakens, activates her moment of truth and teleports to Rex King asking to resolve the rest in a later scene. The protege tries to free the Nova from the device draining his powers for fuel, but accidentally trips a fail safe that blows it and severely wounds the Nova. As they discuss brass tacks, the base’s alarm goes off.

Back at their homebase, the Delinquent and the Outsider get in a heated argument as the Outsider fears for her life. In the middle of their argument, their joke villain shows up. A golden age villain whose joke is he is a scifi supervillain who is behind on technology and just catching up. Like, he had tech impressive for the 50s in their first battle, but laughable in 2016. He reveals his army of robots that he designed after seeing DARPA show off their new machines. Basically, those new machines that can walk perfectly on four legs.

Entirely a non-threat, they successfully provoke him and tell him they don’t have time because they need to save, literally, all the world’s heroes. Shocked, the villain — who reveals he was on vacation in the bahamas as one should enjoy their golden years — is annoyed that this syndicate is ruinning his favorite hobby. “Those whippersnappers don’t get it: heroes are supposed to win and we are supposed to lose. We understood this back in the day: the only reason we fight is to inspire people to be better. Than power hungry idiots took it over in the silver age and eh!” Correctly identifying what idiots would do this, he reveals a note he got to join the syndicate that has an address and pass code to a secret portal in Rex’s headquarters.

Back in the villain’s base, the Protege and the Nova fight off a legion of smaller villains until the Sorceress appears herself.

Using her psychic powers, the Outsider helps them stay invisible as they walk past the clone controlled steets of Halcyon city to Rex’s HQ. As they activate the portal, the Clown appears, shuts off the portal, and sends his henchman after them. A quite fight ensues. The Clown then fills the room with poison case. Throwing acid pies from the dark, the Delinquent fails to take a powerful blow and chooses to flee by reactivating the portal and abandoning his teammate. The Outsider quickly follows while very, very annoyed.

The Protege and Nova do their best against the sorceress. They even manage to remove her foci and weaken her, but she opens a portal to space and tries to suck them out. The protege sacrifices himself to keep the Nova from flying off. The Nova returns the favor and puts the Protege and the unconscious super villains into gravity bubbles. The room is completely devoid of air as the Sorceress hides in her shield.

Rex King reveals himself and does a quick volley: the portal is destroyed in the process. The Protege and Outsider get into an argument that almost costs them their lives. Then, the Doomed shows up. Using her moment of truth, she breaks the runes. As her doom was that she’d be sucked into hell, she grabs Rex and takes him with her: saving her teammates. She once told the Outsider about her doom so she is devastated. The Delinquent doesn’t get it until the Outsider explains it and the both remain quiet for a moment. In her anguish, the Outsider sends out a psionic blast that I fiat gave everyone the afraid condition as she broadcasts her despair.

Feeling the hit, the protege and Nova both know what happened, fall to sorrow, but use the knowledge their ally is there to tell them of their predicament. The Outsider, afraid to use her powers due to her instability tries to use it harder than ever before to make a form that can allow her to move/survive in space. Doing something she thought impossible, she shapeshifters into a mystical beast, a dragon, and flies through space to the Sorceress with Delinquent in tow.

As they arrive, the Sorceress throws an arcane blast at them to kill them, but the Delinquent, guilty about abandoning her before especially after seeing the Doomed sacrifice herself, defends her and takes the hit. As his power is power negation, he directly engages her and takes away her shield and portal: knocking her into the wall and on her last legs.

As her last ace in the hold, the Sorceress threatens to kill the captured and transformed heroes by cooking them alive. The Nova uses his moment of truth. Realizing that space and time are intertwined, he goes back to the moments when the heroes were transformed into animals and push them forward to this moment while collecting random animals to replace them in the past. With the paragons in their full glory, they finish off the Sorceress.

The paragons then congratulate the team. The protege’s mentor admits that he was wrong for doubting him and says “it seems you were the leader this team needed. That the world needed.” The other paragons who mirror/ had a past with the team all honor or apologize for past behavior in their own way. For example, the not-Flash apologizes for getting mad at the Outsider for screwing up his stakeout of Pig God.

As all seems cheery, the not-Spiderman asks where their last member is. They mention she died. There is a moment of silence and the not-Superman says they she lived well and she will be honored and remembered.

As our last scene, the Doomed is reunited with her family in heaven and begins to them the story of her team over tea.

We then did an epilogue where I asked each hero a question about what happened afterwards. The heroes finally decides on a name for their team, something they couldn’t do all campaign: the Gatekeepers. The Doomed’s name was Gateway. They got Rex’s base as their new hideout and used it as a place to teach the super clones to use their powers for good and become heroes.

As the last question to the group, I looked to the Doomed and asked if his character was happy and he said she was.

Honestly, it was a good campaign.

Even though Masks hasn’t come out yet, it’s still evocative.

Even though Masks hasn’t come out yet, it’s still evocative.

Even though Masks hasn’t come out yet, it’s still evocative.

Especially when the moves come together.

My Outsider (Citizen 1) succeeded on “Belong in Two Worlds”, letting her borrow another move. She borrowed the “I’ll Save You!” move from the Janus. [The move lets succeed as if you rolled a 12+ as long as you mark a condition.]

You can also clear a condition if you act in a certain way for a scene. Citizen 1 marked the condition Hopeless.

The clearing condition for Hopeless is “fling yourself into easy relief.”

In gameplay, these systems interacted BEAUTIFULLY.

So what actually happened?

Our team, the Disasters (Citizen 1, Panther, Justice and Rook) fought a Giant Robot Bull. Panther cut the thing open with her claws and found a bomb. Justice kept trying to defuse it through luck…then Panther tried punching the wiring.

[Here, I borrowed I’ll Save You!]

Citizen 1 took the giant robot bull from her teammates it and flew it up to the skyline.

There, she defused it with her powers and realized that despite the fact her teammates were her best friends, they’d very easily die without her. And if she wanted to fight crime, she had to trust them with her life.

She looked over the city, burning with the signs of other battles. She ordered one of her Atlantean contacts to salvage bull and harvest its parts.

After the contact left, she got drunk. Easy relief.

Of course, the team called; they needed backup at the docks.

There was a giant mechanical sea serpent

F@&^!

The evenings events cascaded so that Citizen 1 and Justice made out, triggering one of Justice’s drives and a whole slew of other consequences.

Well, our first session was pretty spectacular.

Well, our first session was pretty spectacular.

Well, our first session was pretty spectacular. We got sent to the sewers with a bunch of adult heroes to help clean up a rat problem. Rats the size of cats. And a Pied Piper (we wouldn’t learn his name until much later, you’ll see why in a second) to control them. Our group stumbled across him first and the rats went all suicide at us, didn’t care that I was setting them on fire, or that they were getting chopped in half by our Outsider’s sword.

So my Nova Moved behind him and used her next turn to Reality Storm and try to stun him with an electrical shock to the head. Of course, she didn’t use her accumulated burn to mitigate the collateral damage… And she wound up popping his head like an egg in the microwave. The GM was rather graphic as to the results… And I had a LOT of fun playing out Silent Sparrow (my Nova’s) absolutely HORRIFIED reaction. She just stood there staring at her hands while the sewers collapsed around her. Only our team leader (a beacon) saw what happened. It was… It was pretty intense.