Does anyone else feel Masks doesn’t do a great job of giving PCs a reason to be heroic beyond the social contract, and that the rulebook doesn’t explain how to handle villainous PCs very well?
I’m aware that allegiances frequently shift in the source material and that the game is all about PCs finding out who they really are, but I’ve always wished that there was a little more incentive for the players to stay on the straight and narrow. I’ve found in multiple previous campaigns that players who seem committed to the game’s theme in theory deviate from it pretty rapidly when they realize the game doesn’t explicitly prohibit that.
Does that make sense? Is there anything I can do as a GM to mitigate the problem when it comes up? Am I being too precious about genre emulation?