Does Urban Shadows still work well if you set in an openly supernatural urban setting, like the movie “Bright” or…

Does Urban Shadows still work well if you set in an openly supernatural urban setting, like the movie “Bright” or…

Does Urban Shadows still work well if you set in an openly supernatural urban setting, like the movie “Bright” or True Blood?

I have an idea for a campaign where every PC is a cop in a Shadowrun-like city, and it occurred to me that Urban Shadows would be a cool system to use for it.

Dear friends:

Dear friends:

Dear friends:

I have a question about playing the Innocent. Part of that playbook is finding out what your character’s older self did that turned them into a villain. How is that supposed to work in the game — does the player decide on that, or the MC, or both together? I feel uncomfortable writing up this NPC myself and so does the MC.

Just looked at the new update for Masks, and wanted to say that it’s really lovely to get to see the “Masks guys” in…

Just looked at the new update for Masks, and wanted to say that it’s really lovely to get to see the “Masks guys” in…

Just looked at the new update for Masks, and wanted to say that it’s really lovely to get to see the “Masks guys” in a little more detail including their interactions, and also see Fronts used for Masks in the GM section. As a GM, I find this kind of material incredibly helpful in planning my own games.

The idea of starting the game by merging the respectable young superhero team and the outsiders is brilliant and I am sorely tempted to steal it for my game.

How are people personalizing Halcyon City?

How are people personalizing Halcyon City?

How are people personalizing Halcyon City? In the one shot I played, it just felt very generic. The characters were awesome of course and we started building up NPCs but the setting was sparse.

I was thinking that when I run Masks, we might spend a little while establishing a feel for H.C. and then move towards building a team of characters after that.

What would be the best playbook for someone who has a mistrustful relationship with their power source — maybe even…

What would be the best playbook for someone who has a mistrustful relationship with their power source — maybe even…

What would be the best playbook for someone who has a mistrustful relationship with their power source — maybe even to the point of arguing with it, like Blue Beetle from Young Justice or Deathlok or even Elric? It seems like sort of a Doomed/Nova cross, except that the hero could spend a lot of time arguing with his suit (or sword or whatever) about the right way to be a hero.

There’s a neat mechanic in the Faceless playbook from Apocalypse World that lets the character talk to their mask and get advice, maybe I should write a playbook for this.

I also have been watching Young Justice and Luke Cage, and I was thinking of setting a Masks game earlier in the…

I also have been watching Young Justice and Luke Cage, and I was thinking of setting a Masks game earlier in the…

I also have been watching Young Justice and Luke Cage, and I was thinking of setting a Masks game earlier in the continuity, in the fictional 70’s,so the heroes would be among the defining members of the Bronze Age, facing serious threats and Social Issues that their Silver-age mentors can’t even understand. This is the “Hey Green Arrow, your sidekick is a junkie!” era.

Also, talking muscle cars, Afros, and kung fu, of course, but really looking for that goofy 70’s mix of greater psychological realism side-by-side with comic book goofiness, without the modern Dark age deconstruction of comic book tropes.

Has anybody tried such a thing? Mechanically, it makes little difference but it’s hard to emulate specific sub genres like that.

Faction Rules Hack: I’ve noticed that the game’s rules seem to disincentivize going to your fellow PC’s for help and…

Faction Rules Hack: I’ve noticed that the game’s rules seem to disincentivize going to your fellow PC’s for help and…

Faction Rules Hack: I’ve noticed that the game’s rules seem to disincentivize going to your fellow PC’s for help and information, because you can’t mark Faction when your buddy the Wizard hooks you up.  I’m thinking of loosening that rule a little so that any time another PC helps you out in a way that 1) involves a roll and 2) involves an introduction or at least your name being dropped, you get to mark Faction.  This sort of simulates the idea that, even if you haven’t met the Vampire King of Cleveland, he’s heard of you and that you’ve been asking a lot of questions about him, he’s got you on his radar.  Obviously it’s then up to the MC to keep track of this and decide when the Vampire King is going to reach out and start asking questions of his own.  The roll is required so there’s some skin in the game and so that a miss can remind the MC to make trouble for both PC’s involved. 

Will this break the game or make advancement way too easy?  I play online, so fast advancement is good as long as it’s not too fast.

I’d like to drift my upcoming Urban Shadows game towards a funky, Unknown Armies- like direction.

I’d like to drift my upcoming Urban Shadows game towards a funky, Unknown Armies- like direction.

I’d like to drift my upcoming Urban Shadows game towards a funky, Unknown Armies- like direction. You know, like a Tim Powers novel.

I think that will be easy for the Humanity and Power factions, who are basically humans dealing with the weird and unknown. I’d just need to give them some extra flavor.

But what about the other factions? I’m worried that the established body of tropes around, say, werewolves and vampires, is going to make it hard to get a fresh angle. Should I make some playbooks off limits, or have more faith in my players?