Brainstorming/Interest Check: Living Halcyon City

Brainstorming/Interest Check: Living Halcyon City

Brainstorming/Interest Check: Living Halcyon City

So, I was recently inducted into the Greybark Adventurers’ League, a living campaign setting for Dungeon World, and it seems pretty darn cool so far. The adventuring guild setup provides a fictional framework for characters to link up on the fly and create a big network of relationships, and the lore of the world is built up out of all these different sessions run by multiple GMs. There are also non-canon sessions for when people just want to play around without worrying about setting consistency. Like I said: cool stuff!

Naturally, this got me to thinking about how to do the same kind of thing in Masks. Luckily, the superhero genre provides a pretty close analogue to an adventurers’ guild in the form of larger super-teams. I’m thinking something along the lines of maybe my favorite supers cartoon, Justice League Unlimited, with a rotating cast of thematically disparate heroes working together to fight evil and work out their personal issues.

I think using a similar setup with Masks would work. Not sure how much NPC adult membership there should be, if any; that’s something to brainstorm, of course.

Other concerns also spring to mind, and I’d love to hear thoughts on how to handle them:

1) The biggest thing is that Masks is at its best when it’s focusing on the PCs’ inner and interpersonal lives, and keeping the focus there could be difficult with rotating players and GMs. In Dungeon World, it’s comparatively easy to set up a ‘mission,’ because a lot of the fun is exploring the world; throw in some monsters, magic and mystery and you can’t go too wrong. But if you spend every session of Masks just punching supervillains, you’re going to be missing a lot of the juicy parts.

Best thing I can think of for this is to advise GMs to include some social scenes in each mission, and to pepper the fights with personal touches. Also, naturally, take very good notes about each character, so other GMs know where everyone’s head space is at.

2) Masks has probably the most ridiculously in-depth group character generation I’ve ever seen–which is awesome, but doesn’t lend itself great to an unstable team roster. I’m thinking the initial setup can be done by a communal answering of the “how the team first came together” questions, and as new characters are introduced we can have them tell us how they became involved with the league by answering a few specific questions about their first mission, likely drawn from that same list. This will be a chance for them to either introduce new threats (that have been here the whole time, it’s just we haven’t dedicated an episode/issue to them yet!) or latch onto existing ones.

Similarly, whenever PCs meet for the first time we need to assess the Influence situation between them. Tracking Influence in general could be a lot of bookkeeping due to the larger number of characters–but then, you only need to worry about Influence for the characters present at a given session, so it shouldn’t be too bad.

That’s all I have for now. Any other concerns that I might have missed? Would anyone be interested in this kind of thing, as either player or GM or both? Share your thoughts below!

+1 if everyone has the same purpose in the fight

+1 if everyone has the same purpose in the fight

+1 if everyone has the same purpose in the fight

When PCs enter battle, how much specific should we be about this option. Basically, they’re the good ones fighting the vilains, so it should always apply, no ?

How Do Teenage NPCs Gain Influence:

How Do Teenage NPCs Gain Influence:

How Do Teenage NPCs Gain Influence:

One of the things I’m intending to do with my group is have them face off against other super teens.  I think it will lead to some truly interesting RPing and self reflection, along with the possibility of a heel faced turn or two.  However, I want these teens to affect the PCs and possibly gain Influence over them.  But there isn’t a lot said about how an NPC takes influence over a PC.

The Influence section says, “All adults have Influence over you when first introduced. They can lose that Influence when you reject what they say or through other means, but they can regain it during the story.”  It also says that “When an NPC tells you who you are or how

the world works, accept what they say or reject their influence.

If you accept what they say, the GM will adjust your labels accordingly; if you want to keep your labels as they are, you must reject their Influence.”  This seems to imply that anytime any NPC tells the PCs about who they are or how the world works, the PCs have to accept or reject it, regardless of whether or not they have influence.  If this is the case, what is the benefit to an NPC already having influence over the PC?  If it isn’t, how does a teen or an adult who has lost influence regain it?

I know one of the GM moves is “Take influence over someone.”  But it seems rather… against narrative if influence can just be inflicted without characters being able to reject it.  If it’s just enacting the “tell the PC about who they are or how the world works,” refer back to my previous question.  I suppose inflicting influence could be a hard move, but I’d like an example of how that could be done in a narrative fashion since I’ve never seen that before.

I wrote my thoughts on Masks on my blog and I had every intention of just talking about super teen shenanigans, but…

I wrote my thoughts on Masks on my blog and I had every intention of just talking about super teen shenanigans, but…

I wrote my thoughts on Masks on my blog and I had every intention of just talking about super teen shenanigans, but as I wrote it I realized that Masks really hits a chord with teenagers coming into their own and discovering who they are. I’m hoping to introduce this game to the Gaming Club at the school district I work at because of how relatable this will be to the teens/preteens that attend.

http://ramblingsofjacobanddelos.com/2015/10/28/masks-how-to-do-one-thing-really-well/

Just a quick question!

Just a quick question!

Just a quick question!

I was watching the indie actual play of the game on YouTube, and there’s a lot of talk about a move called Build Someone Up – Is it no longer in the game? There’s nothing in my version of the beta rules ( Version 2) about it, though it’s mentioned under mundane in the same capacity as Piece Someone’s Mask! Just wondering if this was an oversight or if it was removed, and if so why!

Thoughts on the Kirby-craft

Thoughts on the Kirby-craft

Thoughts on the Kirby-craft

The Kirby-craft is an oft talked about move for my group, largely because it’s such a popular choice for character advancement.  My Legacy who is based off of the Nova Core is getting one and my Beacon may be stealing one as time goes on.

However, there is an important aspect of the Kirby-craft, an narrative aspect, that is missing.  How many people can it hold?  While leaving it up to the player and/or the GM might be just fine, I believe that this needs to be something that should be represented as a Strength or a Weakness.  If the Kirby-craft can hold the entire team, a whole new avenue of mobility is opened up, changing the narrative potentials.  If it can only hold the team, suddenly we could have a story where one or more of the team is stranded as their allies use the Kirby-craft to ferry away important NPCs.  If the Kirby-craft is only large enough for one person, none of this happens.  If it’s of Whovian proportions, there’s no reason it couldn’t act as the PCs base of operations.

That’s a lot of scaling left up to the GM’s discretion, when such things as weaponry and fueling isn’t.  I’d love to see this codified in the updated version of the playbook.

Some thoughts on Magical Girls in Masks and the Legacy

Some thoughts on Magical Girls in Masks and the Legacy

Some thoughts on Magical Girls in Masks and the Legacy

Yesterday I was thinking about Magical Girls and how they fit quite well into Masks. Multiple Playbooks can fit (even the Doomed when you go with a Madoka route…) and then thought about the Magical Girl show I saw the most of. 

Wedding Peach. 

(ye old Magical Girl show but a lot about love and relationship dramas. Importantly the characters transformed into wedding dresses before putting on their magical girl fighting costumes)

I thought of how a newly chosen of that “type” of power might find it offensive. It can be seen as giving a bad rolemodel to women when they are told “you have to get married super fast and that will be the best and then you will be ultra happy”. That doesn’t mix well with emancipation and strong, independent women. 

So of course I thought this would be a Legacy character that is the newest bearer of that power with former angels of love still in the city.

That isn’t really how that works in Magical Girls though. There usually is not an old mentor type figure, maximum there is a magical guide animal that tells them everything and then they are on there own. Sometimes there is an old queen type character but they are not around, more of a mystical figure. (that is just from what I know from limited experience with the genre)

So does the Legacy really fit here? The Legacy works great when you are Kid Flash with a second Flash around and also old Jay Garrick but does it work for the chosen one of a mystical power? For the reborn hero?

In a sense a character like that is way closer to the Bearer by Sean Dunstan. 

Who do you play when you want to encompass the role that has been given to you but have internal problems with the values that are associated with it? It feels like the Legacy but does that work or are there weird things that can happen there? 

A few esoteric rules questions:

A few esoteric rules questions:

A few esoteric rules questions:

If you have a label locked and the GM tells you to raise or lower it, you take a condition. Right?

So, if you have two labels locked, and the GM tells you to raise one and lower the other, you take two conditions. (ouch)

If you are fighting someone you have Influence over, or with a +1 forward, and you roll Take a Powerful Blow, you add +1 to the result– on a move where a higher result means worse for you. Is this correct?

Because that doesn’t seem very correct…

You have the Adult Move Empathize. You are in a fight versus a team-mate with two locked Labels who you have Influence over. You empathize with the fact that they want to kick your face in because you’re a jerk (or something else far more story related), and roll a 10+ on Mundane. They must now reveal a vulnerability or mark a condition AND you take influence over them again, so you choose to shift their two locked labels, giving them two more conditions. You can also take advantage of your influence on them, giving them another condition when you do so.

That’s one condition away from being out of the fight— one 7-9 on Provoke, with a desire of “Them to give up” and they must mark another condition and go unconscious. The only condition that’s easy to clear in this situation is Angry (by hurting the person you are fighting) so it’s tough to see how the mechanical side of this is supposed to really work, especially without a good move to reconcile what we should be really doing here…

Someone tell me what I’m missing!