I recently picked up Masks in the current Bundle of Holding, and there are suggestions to look out for a couple…

I recently picked up Masks in the current Bundle of Holding, and there are suggestions to look out for a couple…

I recently picked up Masks in the current Bundle of Holding, and there are suggestions to look out for a couple supplements that were supposedly forthcoming. However, I can’t seem to find them anywhere. Have any sourcebooks or supplements been released yet?

Hey everyone.

Hey everyone.

Hey everyone. I’m running my first MotW campaign and everyone is really enjoying the game. I need a little advice though:

I have 5 players, and almost every PC in the campaign has ended up with their own individual story arc. Since the system is designed to basically end with the PCs’ deaths or retirements after a certain number of sessions, I’m concerned that I might not be able to complete all of the characters’ story arcs in a narratively satisfying manner before they retire. Even if I can, it would probably mean that I would basically have to only focus on the monsters and factions at the core of the PCs’ story arcs, which could get boring and/or repetitive.

One possible solution I thought of would be to extend the amount of XP they need to advance so that it happens more slowly. Has anyone tried this? It would probably be the simplest solution but I’m afraid my players might be disappointed with the amount of time and effort required to advance if I change the pacing. The only other thing I can think of is trying to fold their character arcs into tangentially-related monster hunts. This would require a bit more work on my part and it might not be possible to tie in an individual story arc into every episode if I do that.

So what do you think? Any advice or feedback would be greatly appreciated!

I was looking over the playbooks again and noticed that the Histories only tend to have 3 options or so instead of…

I was looking over the playbooks again and noticed that the Histories only tend to have 3 options or so instead of…

I was looking over the playbooks again and noticed that the Histories only tend to have 3 options or so instead of 4-5 like in other games. Is the idea to pick the same history for multiple families/characters and then narrate the specifics differently, or is not every family/character supposed to be tied to each other through their Histories?

Does anyone have any advice for running one-shots in Legacy?

Does anyone have any advice for running one-shots in Legacy?

Does anyone have any advice for running one-shots in Legacy? I was considering running the Titanomachy quickstart to playtest the system, but I hope to eventually start doing my own thing and I might not always have time for a campaign.

Would anyone here be interested in trying to schedule at least a session of Legacy to try out these nifty draft…

Would anyone here be interested in trying to schedule at least a session of Legacy to try out these nifty draft…

Would anyone here be interested in trying to schedule at least a session of Legacy to try out these nifty draft rules? I’m itching to give it a go. I’d be happy to run it, though it might go smoother if someone who’s played before GMs.

Just to clarify, is only one player allowed to use a Character Playbook at a time, even if the players are all from…

Just to clarify, is only one player allowed to use a Character Playbook at a time, even if the players are all from…

Just to clarify, is only one player allowed to use a Character Playbook at a time, even if the players are all from different families? I assume the answer is yes, but want to make sure. As a follow-up, is a player allowed to use a given Character Playbook type that another player used in a previous age? Again, I assume the answer is yes, but want to confirm.

I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with…

I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with…

I found that all of the options for the Uncover Secrets move seem pretty straightforward and comprehensible, with the possible exception of “A powder keg, ready to explode.” I was hoping for some clarification.

My current interpretation/impression of the option is that you can add a threat, location, or situation that has the potential to cause a large amount of damage or fallout if handled improperly and/or not dealt with in the immediate future. Am I on the right track?

Hey everyone!

Hey everyone!

Hey everyone! I’m a few sessions in to my first MotW campaign and was wondering how others handle characters that want to get a piece of information, but their question doesn’t fit into the list of questions that accompanies the “Investigate a Mystery” move and they don’t roll a 12+.

So far my MO has been to allow them to stretch the interpretation of a question to fit what they’re asking, as long as it seems plausible enough. However, if they’re unable to justify the stretch, then I’ve used GM fiat to decide whether or not they can find the answer based on how they’re trying to learn the information, and how likely it is that that information would be available to them.

Is that alright? Or is there something in the rules (or spirit of the rules) I’m missing? Thanks in advance for the feedback!

Hey everyone!

Hey everyone!

Hey everyone! Newbie to the game here – never played 1e but have backed 2e and look forward to running/playing it in the near future.

I’ve read through the draft rules and I’ve noticed that one of the big differences between Legacy and other PbtA games I’ve been exposed to is that Legacy has some moves that give players considerable control over their dealings with one another. Whereas many PbtA games offer positive incentives for following the orders of or suggestions from other players, Legacy appears to have some moves that allow one player to dictate what another player does (assuming they can’t spend enough Treaty and fail a Hold Together roll, at least at the family level).

So I was wondering: does Legacy generally lend itself more to a competitive style of play, or do I have a mistaken impression of the game? Has anyone’s game turned into an all-out war between 2+ players, or do they generally cooperate to accomplish shared goals?

Thanks in advance for your insights!