Had a weird event tonight; my hero (the delinquent Escher) was trying to mess with a Psychic Commander, to loosen…

Had a weird event tonight; my hero (the delinquent Escher) was trying to mess with a Psychic Commander, to loosen…

Had a weird event tonight; my hero (the delinquent Escher) was trying to mess with a Psychic Commander, to loosen his control on his minions. Because he had power negation,  we realized that this could trigger 3 different moves: Unleash your Powers, Provoke, or  ‘Are you watching closely?’

What’re the differences between the three? Especially provoke and ‘Are you Watching’, which feels like a straight upgrade over the original power (same stat, slightly better results).

So, this is going to be more how to deal with teen heroes in general, but the question came up.

So, this is going to be more how to deal with teen heroes in general, but the question came up.

So, this is going to be more how to deal with teen heroes in general, but the question came up. 

How do we make sure the story and action stays on the teens? I mean, obviously, the story has to-they’re our heroes and protagonists, they need to be the center of their stories and being awesome-but Halcyon City is explicitly filled to the brim with heroes. One or two silver age teams, bronze age teams, a bunch of solo agents. The Legacy existing means you have a small suite of older heroes with a collective interest in our young persons activities. 

How do you explain it when no one else shows up to deal with a zombie invasion? Or making the giant robotic gorilla a thing only they deal with? The bigger the threat the more impossible it seems that it’d fall into the heroes lap, but stuff like the Outsider summoning in an army shows that we’re clearly not trying to be small potatoes here. 

Any thoughts or suggestions? I’d love just ideas so that way they don’t deal with the ‘conspicuous absence’ 

I have a query about marking potential and the Team Pool.

I have a query about marking potential and the Team Pool.

I have a query about marking potential and the Team Pool. Currently my Janus is in the middle of a cloud of tear gas and my Transformed body horror gal enveloped him in a natural filter made out of her body’s wings and transformative powers.

Meat of the issue: My Transformed botched her Defend roll (6) but the Janus wants to boost it to a 7 (success). Would she Mark Potential for originally missing the roll or since it was boosted to a success does she not mark potential? I’m leaning more towards the latter myself.

Just ran the first session of my game today and ran into a little problem.

Just ran the first session of my game today and ran into a little problem.

Just ran the first session of my game today and ran into a little problem. How do you handle minions? Like, we just went with a “treat them like a group, take them out with one condition, but it takes time if they’re a lot of them.” There wasn’t rules in the GM reference for them.

I must again say how much I love the art present on the playbooks.

I must again say how much I love the art present on the playbooks.

I must again say how much I love the art present on the playbooks. The portraits are colorful. inspiring, seem like young heroes and have active faces. 🙂

Well done!

I ran my first game of Masks last night and I’d like to go about this with a few things that I learned about MC’ing…

I ran my first game of Masks last night and I’d like to go about this with a few things that I learned about MC’ing…

I ran my first game of Masks last night and I’d like to go about this with a few things that I learned about MC’ing this game. First of all some background.  I have a lot of experience with Apocalypse World and games powered by.  I mainly run Apocalypse World and Urban Shadows and this game posed some interesting challenges for me as an MC and I think that if someone had told me these things before I started I would have had a much better time running the game.  Not to say the game wasn’t fun, but I think I could have made things more exciting and fun with these extra tidbits.

Narrative MC moves

In AW most of the MC moves are narrative based.  If you make a hard move you can split up the group, you can foreshadow future badness etc.  These moves further the fiction and give a good idea to the MC about how to advance the plot and the kinds of threats that this game is really about, the kind of tone the world sets and what players should expect from this game.  I generally skim these to understand what the game is about and then after I’ve gotten an idea about what kind of things I can do with my players I generally don’t have to refer back to them all that often. 

The Narrative MC moves in masks are brilliant. 

Make SURE you read the playbook moves. The playbook moves are the most brilliant thing about this game. I hope that with every playbook that gets released come an accompanying set of MC moves for that playbook.  Those moves are the REAL narrative meat in this game.  Because each playbook is more about personality than powers the playbook moves are so much more personal and mean so much more to the players when you throw them at their characters.  

2. Mechanical MC moves.

In AW most moves are not mechanical with probably 3 exceptions. Exchange harm, Activate their stuffs downside, and turn the move back on the player, are the only moves that will have you looking at a sheet to understand what to do.  The item downside will send you to the player’s sheet or your notes to look at what you can do. (Oh … your gun has the unreliable tag I see… Interesting.)  Harm is straight up marking stuff on the sheet and turning the move back will have you looking at the move a little harder. Every other MC move is narrative and no one needs to look down to continue.  These moves are sprinkled lightly into my games and I use them when they make sense.

Masks is different.

Masks is a game of tug-o-war with the players and you.  The mechanical moves in Masks are:

● Inflict a condition.

● Take influence over someone.

● Turn their move back on them.

● Activate the downsides of their abilities and relationships.

These are SUPER important. Like WAY more important than mechanical moves in AW. The first two specifically.  Conditions are much easier to get rid of than Harm in AW.  The players have interesting actions they can do to get rid of conditions.  Inflicting Harm in AW is something I’ll do to my players when dramatically appropriate.  Harm in my AW games (past 6) is fucking serious. I made a player carry around a makeshift chest tube device some angel patched together because he had a punctured lung secondary to gunshot wound.  (2 two liter bottles a hose and some duct tape.)

http://what-when-how.com/wp-content/uploads/2012/08/tmp32519_thumb1.png

(I’m a nurse by night… MC by day.) It was awesome. 

I really wish that someone had told me before I ran Masks to use Inflict a condition like… ⅓ to ½ the time you make any move. It’s WAY more than I ever use inflicting harm on players in my AW games. Damage in other games isn’t easy to be fun. In this game, conditions are fun.  They force players into doing rash actions and act more volatile. (Kids…) 

I’m going to run again soon.  And this time… shit’s going to get serious.  Hope this helps any of you Masks MC’s!

May seem odd to cross-post here, but has everyone with a Facebook account liked the page?

May seem odd to cross-post here, but has everyone with a Facebook account liked the page?

May seem odd to cross-post here, but has everyone with a Facebook account liked the page?

https://www.facebook.com/MagpieGames

Since the Sunday one-shot more than filled up, and quite quickly, I’ll be running another, unrelated Masks one-shot…

Since the Sunday one-shot more than filled up, and quite quickly, I’ll be running another, unrelated Masks one-shot…

Originally shared by Jamie Frost

Since the Sunday one-shot more than filled up, and quite quickly, I’ll be running another, unrelated Masks one-shot on Saturday! Please only sign up for one or the other this time around; want to make sure everyone gets a shot at playing!

Microphone is required, webcam is not.

I’m comfortable running for 4-5 players.

Looking to run for around 3-4 hours.

Will likely be using the Roll20 app for dice rolls and general tracking of stuff.

events/c8d24c4huut0httf391l5jlncko

Question: are there any beta rules for the Masks equivalent of Fronts yet?

Question: are there any beta rules for the Masks equivalent of Fronts yet?

Question: are there any beta rules for the Masks equivalent of Fronts yet? Not seeing them in the provided materials, or in any of the KS updates (unless I missed something!). I’m curious how the long game is intended to look, as compared to other PbtA games.

It’s maybe a little early to be thinking in terms of campaign play, but I’ve been noodling with the idea of doing a 4-session Long-con during the final weekend of the Kickstarter, and having some kind of Fronts framework would be super helpful for that.