I’m not sure where to go to potentially find a group to play Masks with.

I’m not sure where to go to potentially find a group to play Masks with.

I’m not sure where to go to potentially find a group to play Masks with. I’m going to be running Masks for a group of my own very soon, but I’m severely lacking in experience of other people’s interpretations of PbtA games – Masks in particular – and would like to experience someone else’s GMing the game first hand, so I could expand my creative horizons, so to speak.

I also REALLY want to play this game. If anyone knows how I could most effectively find a group online, please let me know.

Here’s something extremely munchkin you can (technically) do with the Bull’s Heart as written (v3):

Here’s something extremely munchkin you can (technically) do with the Bull’s Heart as written (v3):

Here’s something extremely munchkin you can (technically) do with the Bull’s Heart as written (v3):

1. Give everyone on your team influence over you.

2. Before rolling any move, decide if it will support or frustrate any of your team mates.

3. Switch your Love and rival so that on this move, you get +1.

4. Enjoy an effective +1 to all labels.

Obviously, this is a gross violation of the intended function of the Move, but the rules as written technically actually allow it.

How are people handling non-villain threats such as a raging inferno, burning building etc.

How are people handling non-villain threats such as a raging inferno, burning building etc.

How are people handling non-villain threats such as a raging inferno, burning building etc. Situations that are still threats in that they are threatening someone or something and need to be stopped. But are aren’t threats in the villainous sense.

Yesterday we tried a session of Masks.

Yesterday we tried a session of Masks.

Yesterday we tried a session of Masks. It was fun, though I suspect you need three players and a GM to really bounce stuff around. (We had two players and me.) I’ll do an actual play at some time in the future. A couple of things came up. (I’m trying to separate the wheat of actual questions from the chaff of being unfamiliar with any PbtA games.)

First, can a Nova generate burn and spend it in the same turn? In the end, I allowed it because it was the end of the session, and it saved a life, but it didn’t feel “rules-y” to me..

Second, how many Team can a PC spend in a single move? I can spin it both ways: you can have the cool destroying move that inflicts four conditions, or everyone gets to apply a condition (for example).

It might be nice in the final product to provide some kind of advice for either introducing NPC heroes onto the team or changing/limiting options if there are only two or one PCs.

V. briefly, we started with the Nova and the Outsider (Beacon and Rev) having a fight in an upper-class suburb with Scarlet Songbird, who it turns out is allergic to the youth serum that lots of Golden Generation villains use. But he got so mad at their fumbling attempts to stop him that he escaped and decided to set up the old villain group the Injustice Agency again. Much of the rest of the session was devoted to trying to find a home for the family whose house had been burned down in the fight. In the course of that, Beacon and Rev stumbled upon the auditions for the Injustice Agency, and Cygnus, who the PCs had worked with in the canonical First Team-Up but who had decided to go to the other side. Chaos ensued.

Fun was had. One of the players is looking for a supers game to run his group through so he wondered when the actual product would be available; I have no idea, so I said maybe late in 2016.

Fun things to do with the Protege’s Mentor:

Fun things to do with the Protege’s Mentor:

Fun things to do with the Protege’s Mentor:

– they are in prison

– they are family

– they are dead and you only communicate through visions/memories/mystical summons 

– they forced it all on you

– you were always their second choice

– you blackmailed them into training you

– they are very overprotective 

– they only took you in because they know you otherwise would become a supervillain

– you are their clone

– both of you were sent from another planet, you were older and should protect them but you got caught in the…. okay just the premise of Supergirl okay? 

I think (I hope, anyway) that I’m incrementally closer to an understanding of how to run this thing.

I think (I hope, anyway) that I’m incrementally closer to an understanding of how to run this thing.

I think (I hope, anyway) that I’m incrementally closer to an understanding of how to run this thing. Anybody have sample villains that they want to share? There’s the one example in the GM PDF, but I’m looking for other examples, hoping to broaden my horizons…and with a second example (perhaps not too far from the first) I might be able to tackle it.

I suspect that when I run a session (tentatively scheduled for Sunday), I’ll have a two-condition villain to start in medias res, let them defeat that villain (suddenly I’m thinking about a two-condition guy from the golden age who has busted out of the retirement home because he’s immortal and he wants to die, dammit, so he’s hoping a nice exertion will make his heart explode. That might be too dark for a first playtest), and the consequences of the first fight, whatever it is, will lead into the second fight. Or do folks normally start in media res but with the session’s big bad?

Okay, old dog trying to learn new tricks.

Okay, old dog trying to learn new tricks.

Okay, old dog trying to learn new tricks.

Been roleplaying for umpty decades, which I can tell is an impediment here. Never read a PbtA game before. Probably thinking in an old-style way, and the couple of actual plays I’ve read have been heavy on the fiction rather than the mechanics, so I’m confused. If someone has a resource that has this written down, I’ll happily go there.

Basic resolution mechanic is 2d6. 7-, fail; 8 or 9, fail forward or fail in a “Yes, but” kind of way, and 10+ is a success. Only players roll (so if villain attacks NPCs, it’s a GM handwave what happens: the fiction determines it).

The fiction shapes everything: rather than the roll and creating the fiction based on it (that is, roleplaying is often a kind of pareidolia), we create the fiction and see if we need to roll.

Damage. Damage is inflicted by imposing conditions. Okay. How do you as a player inflict a condition on a villain? Is it a move, and which move is determined by the fiction? Is there a point where a character is out of the scene, or is that determined by the fiction? If a villain gets all their conditions marked, then they’ve lost…is there an end of scene version for the player characters?

More questions to come, I’m sure.

Curious how people would model this character idea…it’s a rather bizarre concept.

Curious how people would model this character idea…it’s a rather bizarre concept.

Curious how people would model this character idea…it’s a rather bizarre concept.

The basic concept is a shapeshifter that can take on various forms from pop-culture.  Basically, power by cosplay. (I had eight forms in addition to the original guy’s). He got it by walking into one of those magic costume shops you see in some TV shows on Halloween specials or in some internet fiction, but instead of buying a costume, he disrupted the magic accidentally and absorbed it.

This sounds like basic thematic shapeshifting but the twist is that each form has its own mind and soul (4 male and 4 female). Either a soul trapped in the costume was moved to him or his own soul split into eight separate new identities.  Regardless, they mostly view each other as siblings that have to share one body….I envisioned a peanut gallery going on constantly for whoever was in control at the moment.

Eventual aim for them was to each get their own body to live in.

I later did a variation of this where there was only the main character’s soul and personality but it would be filtered through whatever character she was channeling…for example, channeling a villainous and seductive werewolf from an anime caused her to become somewhat of a bastard with wolf like powers and somewhat more charisma…channeling a reckless loose cannon cop gave her some martial arts skills and a loose temper…the third persona she started with was a pre-teen magical girl…she got very childish and idealistic….some hair color and body shape changed, but age and gender did not….her basic moral character was the same so she stayed good, though the werewolf persona was much more willing to manipulate people to get what she wanted

The second one is rather easy to do….it’s the one with nine fully separate souls and minds trapped in one body that is difficult to model….

Has anyone houseruled or revised the Legacy’s End-of-Session moves?

Has anyone houseruled or revised the Legacy’s End-of-Session moves?

Has anyone houseruled or revised the Legacy’s End-of-Session moves? The questions are cool, but they’re entirely punitive (get between +0 and -3 forward) and rely on consensus (i.e. go between yes, no and maybe).

My thoughts: If you’ve completely upheld your Legacy, either mark potential, take +1 forward, start the game with +1 team, or ???