In combat, how do I handle henchmen or other faceless goons who attack in groups?

In combat, how do I handle henchmen or other faceless goons who attack in groups?

In combat, how do I handle henchmen or other faceless goons who attack in groups? Do I keep track of each one as a separate villain, or lump them together as one bigger, badder threat?

Any advice on adapting Masks to a less-than-conventional superhero setting?

Any advice on adapting Masks to a less-than-conventional superhero setting?

Any advice on adapting Masks to a less-than-conventional superhero setting? I ask because I know my gaming group would be psyched to play in the Overwatch universe, and I think Masks’s “new generation of heroes” premise could fit that really well.

If I have a villain who really, truly believes they’re doing the right thing, and that’s a central part of their…

If I have a villain who really, truly believes they’re doing the right thing, and that’s a central part of their…

If I have a villain who really, truly believes they’re doing the right thing, and that’s a central part of their character, should I give them a move like “explain why their actions are justified” “insist they serve the greater good” or “go to any lengths to achieve their goal” to reflect that?

I’ve read through the preview PDFs (but haven’t read the full rulebook, for obvious reasons) and I’m having a bit of…

I’ve read through the preview PDFs (but haven’t read the full rulebook, for obvious reasons) and I’m having a bit of…

I’ve read through the preview PDFs (but haven’t read the full rulebook, for obvious reasons) and I’m having a bit of trouble understanding how combat works in this game. I expect most of the fighting will be the players rolling to “directly engage,” but none of the options that move offers lead to the villain being beaten, except maybe “take something from them” with that something being their freedom, consciousness, or even life if it comes to that. Am I reading the moves wrong?

After getting some really good advice, I’ve worked out a tentative set of basic moves for that werewolf-themed MotW…

After getting some really good advice, I’ve worked out a tentative set of basic moves for that werewolf-themed MotW…

After getting some really good advice, I’ve worked out a tentative set of basic moves for that werewolf-themed MotW mod I was talking about. These moves would be added on to the basic moves from vanilla MotW, and the hunter playbooks would be replaced by Watchdog playbooks (which I’m currently working on). Feedback of any kind is very welcome.

I’m working on a werewolf-themed mod for Monster of the Week, and there’s one question I’m stuck on: How do I make a…

I’m working on a werewolf-themed mod for Monster of the Week, and there’s one question I’m stuck on: How do I make a…

I’m working on a werewolf-themed mod for Monster of the Week, and there’s one question I’m stuck on: How do I make a character go on a bloodthirsty rampage that their friends have to fight to snap them out of, WITHOUT taking agency away from the player? I’m looking at Monsterhearts’s Darkest Self mechanic, but finding that lacks the teeth that I want (pun totally intended).

Watching the heroes try to fight Darth Vader in Star Wars: Rebels (good show by the way) I came up with this custom…

Watching the heroes try to fight Darth Vader in Star Wars: Rebels (good show by the way) I came up with this custom…

Watching the heroes try to fight Darth Vader in Star Wars: Rebels (good show by the way) I came up with this custom move:

When you fight someone WAY out of your league, roll+Hard. On a 10+, you keep them busy long enough for your allies to act, and come away with only minor injuries.

On a 7-9, choose 1:

-You keep them busy for seconds, at most

-You come away severely wounded

On a 6-, choose 1:

-You keep them busy for seconds at most, and come away severely wounded

-You buy time for your allies to act, but at the cost of your own life

I’d be hesitant to use this at all in action games like AW or DW, and if I did I’d reserve it for enemies who were either legitimately invincible or freaking hugemongeous monsters. But in more horror-styled games, or in MotW when the hunters haven’t found the monster’s weakness yet, I could see using it more frequently. Your thoughts?