So in my game I’m in, the Doomed (daughter of Basically Trigon) is 1 point off from their final Doomsign and death.

So in my game I’m in, the Doomed (daughter of Basically Trigon) is 1 point off from their final Doomsign and death.

So in my game I’m in, the Doomed (daughter of Basically Trigon) is 1 point off from their final Doomsign and death. The Legacy (descended from Literally Angels) just took their Moment of Truth, because thus far the story between the two of them has been that the Legacy is in love with the Doomed and vice versa.

The book says nothing can stop it, but it also says that during a Moment of Truth a character does the impossible and takes full narrative control. I’m thinking of allowing the Doomed to take their final Doomsign, be rescued by the Legacy, and potentially switch to another Mask, rather than dying, because I’d like to let them have a happy ending.

Opinions?

The Nova

The Nova

The Nova

I’ve been reading the pre-release stuff and mostly getting pretty excited about it. However, I’m puzzled about the Nova (which is worrying, because I know one of my likely first player group wants to play it).

The book says the Nova “can’t do it [ie wield their powers] without paying a high price” and is “heavily tied up in their own head”. The thing is, I can’t see anything about that in the playbook. There’s some references to past collateral damage, and an assertion in the summary text that “other people get hurt” but the mechanics themselves don’t seem to support that.

Looking at the MC moves, I see I’ve got access to “make their powers flare out of control” and “reveal the terrible truth about their powers”. Is that the bit I’m missing above? Is it a case of using these moves when they roll a 6 or less? If so, I have to say, it would be nice if those moves were included in the playbook, since they’re so key to understanding how the Nova works. If not… I’m stumped.

Team Moves.

Team Moves.

Team Moves. As in, the “sharing a triumphant celebration with someone” and “sharing a weakness or vulnerability with someone” moves on each playbook.

Most of them don’t interact with the Team mechanic at all, you’re free to use them with team members and non-team members alike, and they don’t fill a particular niche for team-wide interaction because they only support your interaction with a single person anyway. Both narratively and mechanically they don’t do much that’s particularly team-oriented, any more than other moves like Comfort and Support do.

…so isn’t these moves being listed as “Team Moves” a bit of a weird choice? They’re more like… relationship moves, or expression moves, or sharing, or bonding, or “real talk”, or “triumphs and tribulations”, or… something. But “Team Moves” just seems like a misnomer, and reminding my players that they can safely ignore the “Team” part of that heading (when they want to share a vulnerability with their NPC sibling and the like) is getting a bit dry. 😛

Looking at the pre-release playbooks, the Nova can unlock their Moment of Truth 3 times. Is that intentional?

Looking at the pre-release playbooks, the Nova can unlock their Moment of Truth 3 times. Is that intentional?

Looking at the pre-release playbooks, the Nova can unlock their Moment of Truth 3 times. Is that intentional?

Looks like I might (finally) be running a one-shot of Masks next weekend and I have a question:

Looks like I might (finally) be running a one-shot of Masks next weekend and I have a question:

Looks like I might (finally) be running a one-shot of Masks next weekend and I have a question:

Is v3 the most recent version of the game, or is there a more recent one?

I had to back the kickstarter through a friend and so don’t get the updates directly. Should I ask him to check his email for a newer version?

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the…

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the…

I have played a decent amount of PbTA games, so I get the general XP system.  But I have some concerns about the play length the current potential system seems to set up.

You gain potential every time you fail a roll, you gain potential every time you cant shift your labels,  you gain potential from a number of team related rolls.

It seems like characters will level out and complete their advancement arcs in 5-8 sessions, which makes for a fairly short campaign

Was their a reason for setting the potential arc at such a small number?  Is it just meant for even shorter games than other PbTA games, or am I missing something?

A rules question: Does the new Bull’s Heart mean that you choose one for each [aka I can be a Friend of my Love, and…

A rules question: Does the new Bull’s Heart mean that you choose one for each [aka I can be a Friend of my Love, and…

A rules question: Does the new Bull’s Heart mean that you choose one for each [aka I can be a Friend of my Love, and a Defender of my Rival] or choose one that applies to both of them?