Directly Engaging In Verbal Sparring.

Directly Engaging In Verbal Sparring.

Directly Engaging In Verbal Sparring.

Directly Engage A Threat seems to lean more as a physical move than a social one. I know that you can Take A Powerful Blow based on hurtful words, but is this the result of a Directly Engage or just when it would make sense in the fiction?

If you are going to use Direct Engage for a verbal fight, would you still roll + Danger? It would seem to me that + Superior would make more sense (using your smarts to figure out what would hurt them).

When you “Directly Engage a Threat” one of the options is to “impress, surprise, or frighten the opposition”.

When you “Directly Engage a Threat” one of the options is to “impress, surprise, or frighten the opposition”.

When you “Directly Engage a Threat” one of the options is to “impress, surprise, or frighten the opposition”. What does this look like in play? Does it result in an additional condition being marked? Does it trigger a condition move? I’ve already marked a condition I assume is appropriate, so how should this be handled in play? Thanks.

Directly Engage + Not fighting back + Defend = wtf?!

Directly Engage + Not fighting back + Defend = wtf?!

Directly Engage + Not fighting back + Defend = wtf?!

So Tiny the Bull wants to whack Smokey the Delinquent over the head.

Smokey just wants to Defend himself against the attack, not hit Tiny back.

So if there is no back-fighting than there is no Directly Engage a threat because on a hit there wouldn’t be an exchange of blows.

Smokey just wants to Defend himself from the attack. But there is no roll to give -2 to. Maybe you could argue that the whack on the head is a Provoke but that doesn’t feel right.

Even when rolling Engage it feels weird to choose to avoid the blows because there is no backfighting.

So how to handle the situation?

Nice video Spiderman & iron man

Nice video Spiderman & iron man

Nice video Spiderman & iron man

#SuperHero, #Spiderman, #BatMan, #ironman, #Hulk, #Superman, #Thor, #marvel, #comicon, #prank

https://www.youtube.com/watch?v=T_P8tELer4c

https://www.youtube.com/watch?v=T_P8tELer4c

I am a big fan of the GM prep method in Masks.

I am a big fan of the GM prep method in Masks.

I am a big fan of the GM prep method in Masks.

[Arc Sample in the comments]

I created Hooks for all the characters recently and just did the first arc.

It is super comic-booky and I highly enjoy it and I can’t wait to see how it plays out.

Of all the different ways to prep in a PBTA game this is one of my favorites. It gives you a bunch of guidance of how to do it and takes away a lot of the awkwardness of countdown clocks.

For Apocalypse World or Dungeon World I would probably have more arcs going on at the same time – that doesn’t seem quite fitting for Masks however but in the other games you need more stuff going on.

Are some abilities better than others?

Are some abilities better than others?

Are some abilities better than others?

I made a Nova recently for a game I just joined. Because we had someone already playing a character with telekinetic powers, I chose to stay away from telepathy and telekinesis as an ability. Instead, I ended up choosing elemental control to get fire powers. While I could have chosen a different element that would have brought more variety to the table, I wanted the sense of danger that fire brings.

This got me thinking though, telekinesis is a much easier power to leverage into different effects. Normal people can’t ride around on top of a disk of fire like they can a disk of telekinetic force. The same would be true of ice or many other effects. Fire though, is inherently dangerous to the average person (and many Heros).

Am I effectively reducing the capabilities of my character by selecting an ability that is narratively more dangerous? Is this actually an unbalancing factor for the character or will it not matter that they are at a disadvantage compared to a differently built Nova?

Quick question: Do conditions clear at the end of each session?

Quick question: Do conditions clear at the end of each session?

Quick question: Do conditions clear at the end of each session? My players showed me on the reference sheet that conditions clear, but that would make one of the end of session moves irrelevant. Thanks!

So when a Newborn takes the Damaged condition, it says they take +1 to Take a Powerful Blow.

So when a Newborn takes the Damaged condition, it says they take +1 to Take a Powerful Blow.

So when a Newborn takes the Damaged condition, it says they take +1 to Take a Powerful Blow.

But Take a Powerful Blow is rolled at + conditions.

Does that mean that if Damaged is the only condition marked, Take a Powerful Blow is rolled at +2?

I kind of feel like The Innocent playbook should be applied to the Lois and Clark Superman encountering the Zack…

I kind of feel like The Innocent playbook should be applied to the Lois and Clark Superman encountering the Zack…

I kind of feel like The Innocent playbook should be applied to the Lois and Clark Superman encountering the Zack Snyder version of Superman.

THE NEWBORN: ASK US ANYTHING!

THE NEWBORN: ASK US ANYTHING!

THE NEWBORN: ASK US ANYTHING!

Hey folks! This is Alberto and Tim Franzke, and we’re the creators of The Newborn, one of the stretch goal playbooks! KS Backers got a playtest edition with the yesterday’s update (If you haven’t seen it yet, click on the link below!), and we’re so excited to show you what we’ve been working on!

So, this is a bit of an AMA thread for The Newborn: reactions and first impressions?What’s your take on it? Would you be excited to take it out for a game? Love it, hate it, any questions? Tim and I are here and we’d be happy to chat with y’all about it!

https://www.kickstarter.com/projects/1277034820/masks-a-new-generation/posts/1631070