Missing subchapters from the book?!

Missing subchapters from the book?!

Missing subchapters from the book?!

I was just looking through the MASKS CORE.pdf to start my Arcs and Hooks planning and found that there is stuff missing. The subchapters

Build out the Cast

and Fill in the Phases

are missing! Or for Fill in the Phases parts of it are missing. I don’t have the book with me to check there.

Am I missing something or was there an error?

This weekend saw me split out my group of 7 in to two groups, due to scheduling conflicts that meant not everyone…

This weekend saw me split out my group of 7 in to two groups, due to scheduling conflicts that meant not everyone…

This weekend saw me split out my group of 7 in to two groups, due to scheduling conflicts that meant not everyone could be together on one date.

It was a good opportunity to see how the game runs on a smaller scale, and to test some things out in terms of what players liked.

Session 1 of 2 ran with the group of 4, and they were given two explicit options of potential threats they could deal with, along with two of the characters each being given personal messages/information that they could reveal or not. One of them chose to reveal it because her character was comforted at the beginning of the session.

My group is clearly very cautious about getting in to a fight, which is good to know, and means I’ll probably have to force a fight on them if I want them to actually get in to conflict, but it was good to see that they were happy to play in character, and to shun the easy “beat up a bad guy” scenario in favour of keeping an eye out for protecting innocents and helping a fellow team member on their quest.

The session 2 of 2 didn’t go so well, which is entirely my fault! I made a treasure hunt of sorts, where the three of them would have to go through the city to try and find information to get them to the location of a cultist ritual.

Problem 1: I didn’t make any explicit clues, I used custom moves which enhanced the players as they went along, which would have been great if they got to the final location quicker…but didn’t actually help them find the location!

Problem 2: I relied on these moves as a way of giving the players information about their success or not, and the move I had was a roll + mundane. I should have paid more attention to the fact these three characters had the lowest mundane ratings of anyone else on the team. As such, one player managed to rack up an impressive 7 potential in one game through failed dice rolls!

Problem 3: I should have accounted for the possibility of terrible dice rolls. It’s one thing to play the averages, but I see now that if there is no planned route out of the situation for the players and they don’t roll successes then they can’t go anywhere. If your game was one where the players could just say “This isn’t working, we need to change mission” this might be fine, but where it’s important that they actually follow the story through… I clearly needed to have more backups planned, and had to ad hoc these hard pushes in the right direction on the night.

So… lessons learned, not sure if we’ll be split again next month or back as a 7, but either way there are a few strands to play on for the story going forward, and the players seem to be enjoying themselves.

The Reformed in our game lives in a Foster Home for kids with powers run by a retired superhero couple.

The Reformed in our game lives in a Foster Home for kids with powers run by a retired superhero couple.

The Reformed in our game lives in a Foster Home for kids with powers run by a retired superhero couple. You can go there for help.

I wrote a move about what happens when you go there for help. This mechanises the place and thereby hopefully makes it more relevant in the game instead of only a backdrop.

What custom moves have you come up with in your game to enhance the world and bring it more to the spotlight and how did it go?

After two sessions with my 7, because of work commitments we’re having to split in to two groups this month, a 3 and…

After two sessions with my 7, because of work commitments we’re having to split in to two groups this month, a 3 and…

After two sessions with my 7, because of work commitments we’re having to split in to two groups this month, a 3 and a 4. Interestingly there is a good story driven reason for this happening which is nice.

However essentially the first two sessions were the introduction, an extended one-shot. I want to give the players some autonomy in what they do next, to drive where they want to find the next steps of their adventure.

Does anyone here run any games where the story has a structure that is more like a computer game’s “side quest” system, where the heroes need to seek out the next adventure to conquer? Any tips from those that have?

I was watching Steven Universe with my wife, and thinking about how Steven grows from a child with potential into a…

I was watching Steven Universe with my wife, and thinking about how Steven grows from a child with potential into a…

I was watching Steven Universe with my wife, and thinking about how Steven grows from a child with potential into a Legacy while Conni moves into a Beacon, or possibly Protege, role. But while there is a divide between adults and kids as in Masks (Conni’s mom at one point literally denying the existence of monsters and her daughter’s ability to fight them), the overarching theme is family. The teenagers actually seem to be in an altogether different influence bracket than Conni and Steven, and characters like Jamie the Mailman and Mayor Dewey have governmental influence, but no real power over people. I think the show could be modeled in Masks, especially if the focus is moved from physical conflict to social ones, but I find myself wondering what sort of hacks would be called for.

On page 113, it described how gaining or losing something within the fiction can result in addition or removal of…

On page 113, it described how gaining or losing something within the fiction can result in addition or removal of…

On page 113, it described how gaining or losing something within the fiction can result in addition or removal of something in your playbook, even without taking an advancement. It then gives an example about Skysong crashing her ship into a giant opponent, destroying said craft and the GM telling her player to “mark it off” her playbook. Does “marking it off” mean unchecking the box for the move/extra, therefore making it available to regain via an advancement? Or is it crossed out entirely, requiring her to regain a “Kirby Craft” like vessel within the fiction? (The same way she lost it.)