In the book, there is a line under the moment of truth that says the player can lock a label.

In the book, there is a line under the moment of truth that says the player can lock a label.

In the book, there is a line under the moment of truth that says the player can lock a label. However, it isn’t repeated on any of the playbooks and the book references another page in the book that links to something which talks about a separate advancement. I’m thinking that this is errata and that the sentence is likely something that was later removed in place of a separate lock a label advancement. Any thoughts on this? Is there a place for official errata? If we take the word “permanent” at its word, a character who takes two moments of truth and a lock a label in one playbook might enter another playbook with three locked labels. Do you think this might be working as designed or do you think this sentence was a mistake?

Another possible concept here.

Another possible concept here.

Another possible concept here. A while back, I asked about the viability of using Masks or a similar game to run an Empowered story. It was apparent to all the veterans here that it didn’t gel, but I do still have ideas regarding the characters.

Firstly, Thug Boy–a younger version–would make for an interesting take on the Reformed. Not quite an ex-villain, but a former anti-super terrorist now connected to the team by a relationship. The existence of the Hatchlings from the HCHC seems like a great basis for a normal person with superhuman weapons and tactics. My primary question is who would make for good contacts.

Thoughts?

Change playbooks.

Change playbooks.

Change playbooks. Our Bull is switching to a Nova. She has a locked label, two +1 to labels and permanently removed influence from someone. Does she lose those three things? In other words, her label is unlocked, she goes back to +3 sum on her labels and she could possible be influenced by that person again? Or would she keep some of that?

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?

Using MASKS as my first-time campaign system, and so far we’re really enjoying it!

Using MASKS as my first-time campaign system, and so far we’re really enjoying it!

Using MASKS as my first-time campaign system, and so far we’re really enjoying it!

I have a couple of villains that have dodge-able moves, but I wasn’t sure how to implement it. It wouldn’t be ‘take a powerful blow’ because the PCs would have to get hit first…

I’m thinking of letting them roll a flat 2d6 (minus how many conditions they have) and having it be straight up-and-down. Below 6 is a hit, 6 and above is a miss. If there is a dodge system in MASKS I’d love to hear it, though!

And if anyone’s interested, I might post some of my villain battle guides! We have some cool ones (in my opinion, at least!), including a villain who shapeshifts into different videogame antagonists.

Happy gaming, everybody!

For Faster Advancement*, is it a team consensus (same answers) or does everyone answer the questions individually…

For Faster Advancement*, is it a team consensus (same answers) or does everyone answer the questions individually…

For Faster Advancement*, is it a team consensus (same answers) or does everyone answer the questions individually based on their character’s experiences in that session (different answers)?

*Faster Advancement

At the end of each session, answer the following three questions. For each yes, mark potential.

• Did we beat a dangerous enemy?

• Did we learn more about a threatening plot?

• Did we connect with each other as a team?

Happy Valentine’s Day & Black Panther Premiere!

Happy Valentine’s Day & Black Panther Premiere!

Originally shared by Magpie Games

Happy Valentine’s Day & Black Panther Premiere!

We have a treat for you: http://www.magpiegames.com/2018/02/15/happy-valentines-day-black-panther-premiere/

http://www.magpiegames.com/2018/02/15/happy-valentines-day-black-panther-premiere/

The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for…

The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for…

The Supernatural Handbook from Mutants and Masterminds has a player archetype that gives me an interesting idea for a Masks game. What if the Innocent’s future self isn’t a supervillain, but a hero that took a turn for the paranoid and left public life to pursue an enemy they refuse to tell anyone about?

The archetype from M&M makes this adversary a supernatural menace, but I guess a shadow cabinet or secret nebulous organization along the lines of the Light from Young Justice might work as well.

Any thoughts?

Can anybody help me understand a bit better why The Beacon has “phasing” as one of their suggested abilities?

Can anybody help me understand a bit better why The Beacon has “phasing” as one of their suggested abilities?

Can anybody help me understand a bit better why The Beacon has “phasing” as one of their suggested abilities? Assuming this is referring to the ability to travel through solid objects, it seems really weird for this playbook. Isn’t The Beacon supposed to have no useful super powers?

Am I misunderstanding the playbook or the ability or both?

Hi everyone, long time player of Dungeon World and looking to start a new campaign in Masks with my friends.

Hi everyone, long time player of Dungeon World and looking to start a new campaign in Masks with my friends.

Hi everyone, long time player of Dungeon World and looking to start a new campaign in Masks with my friends. I have one friend who really wants to play the Soldier above all else but it seems to only be released to backers currently. I am not very familiar with how kickstarter works or if it is even possible to become a backer at this stage, but is there anyway for me to get access to the last couple playbooks before my campaign begins? I would buy or preorder the supplement it comes with but there does not seem to be an option or release date yet. Any news?