I’m running Masks at a convention next week.

I’m running Masks at a convention next week.

I’m running Masks at a convention next week. I’m not new to Powered by the Apocalypse games, but I’ve never run Masks before. I’ve read the book, taken notes, and sketched out a scenario, however–I wanted to get some feedback beforehand.

What rules are most likely to be forgotten or misapplied, and how much does it hurt the game when they are?

Of the elements unique to Masks, what seems to be the hardest concept to get across to players, or to grasp when running the game?

When you first ran the game, what surprised you the most that you didn’t expect either from reading through the book or running other AWE games?

Thanks in advance, and wish me luck!

Hey Brendan Conway, I’m about to take The Innocent out for a spin, and I noticed there’s a LOT of “Clear a…

Hey Brendan Conway, I’m about to take The Innocent out for a spin, and I noticed there’s a LOT of “Clear a…

Hey Brendan Conway, I’m about to take The Innocent out for a spin, and I noticed there’s a LOT of “Clear a Condition” moves. (Both the Team Moves, 2 of the Choose a Moves, and some of the Replace a Core Moves.) Where am I supposed to be getting all these conditions from? Can I expect less Comfort & Support from teammates in my road to destiny?

So one of my PCs recently re-rolled into a Beacon, and chose ‘No Powers and Not Nearly Enough Training’, but the…

So one of my PCs recently re-rolled into a Beacon, and chose ‘No Powers and Not Nearly Enough Training’, but the…

So one of my PCs recently re-rolled into a Beacon, and chose ‘No Powers and Not Nearly Enough Training’, but the thing is is that I don’t really understand how that move works. What does it means when it says you can add the new technology as an ability if the line is empty? What would you fill it with, the new piece of tech they got? And when would it no longer be full and so the player the can get more tech? Any help would greatly appreciated.

So, I’m watching the Legion of Superheroes animated series on Amazon Prime, and a thought occurs to me:

So, I’m watching the Legion of Superheroes animated series on Amazon Prime, and a thought occurs to me:

So, I’m watching the Legion of Superheroes animated series on Amazon Prime, and a thought occurs to me:

Can Superman be a legacy of his own adult self?

Next week I’m going to be running my first session for this, but I’ve managed to collect a group of 7 people to play.

Next week I’m going to be running my first session for this, but I’ve managed to collect a group of 7 people to play.

Next week I’m going to be running my first session for this, but I’ve managed to collect a group of 7 people to play. I know this is more than the rulebook suggests the game is built for… so my question to anyone out there who might have been in a similar situation is, is there anything I should do to prepare or better suit this larger group?

I understand that it’s going to be harder to make sure everyone gets their time in the spotlight with a larger group, any tips?

I have some questions about the Doomed.

I have some questions about the Doomed.

I have some questions about the Doomed.

It seems like the most obvious doom is death, but I’ve also heard ideas for Doomed who would get stranded in other worlds, or transform irreversibly into monsters. Are those valid? And if so, what about a Doomed whose doom was losing their powers? They get to be super for a while, but after that it’s back to being a normal person. On the one hand that doom feels mild compared to the others, but emotionally it could be devastating.

Also, can there be situations where the Doomed dying is the good outcome? For example, imagine a hero who, for whatever reason, is fated to eventually destroy the world, but who plans to die before that happens, by their own hand if necessary. Is dying their doom, or is destroying the world their doom and dying their escape plan? What about a hero with a goal that will necessarily lead to their demise, like a time traveler who’ll be erased from history if they succeed in their mission to change the past? Is their doom to sacrifice themself, or is it what will happen if they don’t?

Quick question: one of my players want to play a hero that needs to transform to activate most of her powers (or…

Quick question: one of my players want to play a hero that needs to transform to activate most of her powers (or…

Quick question: one of my players want to play a hero that needs to transform to activate most of her powers (or maybe all). Think about a werewolf kind of hero.

Which playbooks do you think she could use to achieve this?

help! So I am still a little new to PbtA games, I may be doing something wrong.

help! So I am still a little new to PbtA games, I may be doing something wrong.

help! So I am still a little new to PbtA games, I may be doing something wrong.

My players have been trying to trap the bad guys at the beginning of the fight. They reference page 60 about Unleash your Powers where you wrap your villain in a metal cage. They use their powers in a creative way to cage the bad guy.

It is bringing what could be epic battles to a quick halt. I know I can create some villains that escape this kind of situation, but I don’t want to make every villain like that. That would feel cheesy.

Are we doing this right? Or should they have to beat down the villain before being able to trap her/him?