So I’m having a great time with masks as a GM narrative wise but I’m having a hard time using it mechanically for…

So I’m having a great time with masks as a GM narrative wise but I’m having a hard time using it mechanically for…

So I’m having a great time with masks as a GM narrative wise but I’m having a hard time using it mechanically for combat and social interactions.

Both me and my players are starting to feel like it’s getting stale mechanically and I’m kind of at a loss on how to freshen it up. We’ve been playing for several months now and the group is good in the stories fun but all our combat seem to go the same way. The challenge is setup player 1:assesses the situation. player 2: directly engages the threat. Player 3: directly engages a threat or defense’s one of the other players. players 1or2: use Playbook move. Player4:finishes it by unleashing powers,directly engaging a threat, or rolling defend to save civilians. sometimes someone might Pierce The Mask but that’s rare. that turns into our whole combat usually.

They usually don’t fail any of they’re rolls and by usually I mean 95% of the time. The only time they take a powerful blow is when they choose not to resist the blow from the bad guy but then they always succeed at taking a powerful blow so it doesn’t affect the players at all. They also always succeed when it comes to resisting influence when they choose to. Story-wise I’ll say bad guy does X and they’ll just stop them mechanically which means they stop them narratively. In the end my villains conditions get filled up fast.

granted there a lot of really good story elements that players deal with outside the combat but it just feels like there is no mechanical challenge in the game.

Is anyone else having this problem?

Do players just usually fail more of there rolls so people don’t have this problem?

Should I focus less on mechanical conflict and more on narrative conflict in battle?

Do I create my own mechanical moves and interact more mechanically even though the players succeed?

most of my villain moves tend to be narrative. villain one gets punched in the nose so they throw rocks at civilians, put a hero in danger or ratchet up the verbal aggression towards the hero. is that right or should I be creating moves that I’m going to roll for that can hurt the players mechanically?

sorry if this post seems rambling but I just thought I would see what people’s thoughts were and what their experiences were and whether or not I could get some pointers on what I might be doing wrong.

What pbta game would you recommend for playing adult heroes?

What pbta game would you recommend for playing adult heroes?

What pbta game would you recommend for playing adult heroes? I want to take my Masks players through a few sessions as an adult hero team in the same setting as their teens to give them time to see the other side, to broaden the background of Halcyon City, and to set up some things for future teen plots. So I need something that keeps the feel of Masks as much as possible.

Hey guys I was wondering if anyone had songs they think fit with the theme of Masks?

Hey guys I was wondering if anyone had songs they think fit with the theme of Masks?

Hey guys I was wondering if anyone had songs they think fit with the theme of Masks? I personally think “I’m Still Here”- by John Rzeznik guys very well.

So, I’m running a Play-by-post game with a Protoge in it.

So, I’m running a Play-by-post game with a Protoge in it.

So, I’m running a Play-by-post game with a Protoge in it. I noticed that in a couple of games I’ve play before, the sharing a triumphant celebration team move usually gets invokes pretty early.

For the Protoge, this means that the mentor is very likely to lose influence over this character (more or less before the mentor is even seen in play). What implications do you think this has, in play?

As far as i can tell, it’s very hard to get influence back (or have I missed something), so it would seem to me to be fairly common for the first adult that the Protoge doesn’t listen to is their mentor.

How do I handle someone provoking multiple targets?

How do I handle someone provoking multiple targets?

How do I handle someone provoking multiple targets? I had two PCs fighting each other in the base when the de-facto leader came in and shouted for the them both to stop. From the RP, it sounded like a provoke, but how is that resolved when there are two separate people on the receiving end?

I was wondering if there was access to the GM questions for the HCHC playbooks anywhere?

I was wondering if there was access to the GM questions for the HCHC playbooks anywhere?

I was wondering if there was access to the GM questions for the HCHC playbooks anywhere? I find the ones for the original playbooks to be super useful but it’s kind of hard to poke and prod at the people who play the others since there’s not really a good bead on what would make them squirm the most.

Like I’ve developed some for myself just based around concept of the playbooks. Like try to bring up the Reformed’s past, put pressure on the Star through their popularity. But it’d be nice to see if there was stuff I might have missed.

Has anyone dealt with a change of playbooks after a label lock?

Has anyone dealt with a change of playbooks after a label lock?

Has anyone dealt with a change of playbooks after a label lock?

I have a delinquent in the game I’m running that keeps mentioning that she might end up switching to a janus when she gets her 6th advance (we already have a genius little sister she supports and an alcoholic mom in the fiction) and last session she used her moment of truth to lock her savior (and introduce that the villain they were facing was actually her dead beat dad in perhaps the most shocking moment of role-playing I’ve ever been involved in).

Anyway. Do you keep the labels locked when you switch playbooks or unlock them and essentially start over? Would you still have access to adult moves?

I assume it’s more of a case-by-case basis, but wondering what the popular opinion is.

Fictional nature of Villain Conditions

Fictional nature of Villain Conditions

Fictional nature of Villain Conditions

How important have you all found it to have the villain conditions be literally reflected in play? For example, if you check Guilty for a villain, is it really important for them to be obviously fictionally guilty? I get the connection to the specific list of triggered moves, and how that is important. But is it enough to just show the move that is triggered in the fiction?

I’m asking because for tonight’s game I’m think big robot. Big robot feels no literal emotions. Can things that feel no emotions even be threats with conditions? That seems like a silly question, but it wouldn’t be the first time the obvious answer from past experience from other games would not apply to a specific PbtA game. Also the rules seem pretty clear about the connection between checking a condition and the villain’s internal emotional state. For example: pg 158 – “Mark Guilty for a villain if they understand the terrible nature of the things they do, but aren’t sure what else they can do.”

I have a question about villain conditions.

I have a question about villain conditions.

I have a question about villain conditions. It says that a villain with more conditions marked is more dangerous, but why? It seems counterintuitive that someone who’s one punch away from getting knocked out from the start of the fight is dangerous.