Caesar Slaad
Legendary Pubber
- Joined
- May 15, 2017
- Messages
- 547
- Reaction score
- 1,361
I have been informed by Tristram that I have failed to talk about this game, which sort of surprised me, because I know I talked plenty about my other game of the moment. I guess I figured that most people who were interested knew.
What is it:
Masks: A New Generation is a Powered by the Apocalypse game of young superheroes. So by intent, it covers heroes like Teen Titans, Young Justice. the younger X-Men/New Mutants, and young Spider Man. This means that by design the heroes do not have full mastery of their capabilities, and they are also learning who they are as people.
As a PbtA game, it has these features:
- Basic 2d6+mods for resolving actions. In all cases, 6- is a failure. 7-9 is a partial/complicated success, 10+ is a full success. As simple as it seems, I feel this is what is at the heart of PbtA. The fact that free-and-clear successes are rarely a guarantee keeps the game developments flowing.
- Move based resolution. The game uses "moves" to handle actions. The GM may adjudicate what moves are reasonable given the situation, but one the dice hit the table, the system doesn't stress too much about whether you are beating up the villains with super strength, eye beams, cybernetic missiles, or mind blasts.
- Playbooks based character generation. For those not familiar with PbtA (and it's close cousin, FitD), a playbook is more or less a character sheet with a specific character type printed on it, and all the rules you need to complete your character on the sheet. In Masks, they playbooks are primarily based around the dramatic challenges your character faces. So, the Bull loses his cool (think YJ Suberboy or Arsenal), the Transformed is loathed and feared, and the Janus is most concerned about maintaining a double life (think Spider-Man).
Things unique to Masks:
- Labels. Most PbtA game has static scores like intelligence, etc. Masks uses labels to modify rolls. Labels are roughly how you are viewed and how you view yourself. So a character with a high Danger is thought of as dangerous. The catch here is that during the game, other people (including other PCs) can shift you labels up or down. This models the fluid self-image of a young hero.
- Influence. There is a simple influence mechanism that is reflected in the combat and other mechanics.
- Learning by failing. Dungeon World did this first but it's a lovely feature. When your character scores a miss (6-) on a move, they get a potential point, like experience. This makes for a nice little consolation prize when PCs screw up. And they will screw up.
That's the 50 cent tour. If I have some time later this week, I may talk a bit about my current campaign.
What is it:
Masks: A New Generation is a Powered by the Apocalypse game of young superheroes. So by intent, it covers heroes like Teen Titans, Young Justice. the younger X-Men/New Mutants, and young Spider Man. This means that by design the heroes do not have full mastery of their capabilities, and they are also learning who they are as people.
As a PbtA game, it has these features:
- Basic 2d6+mods for resolving actions. In all cases, 6- is a failure. 7-9 is a partial/complicated success, 10+ is a full success. As simple as it seems, I feel this is what is at the heart of PbtA. The fact that free-and-clear successes are rarely a guarantee keeps the game developments flowing.
- Move based resolution. The game uses "moves" to handle actions. The GM may adjudicate what moves are reasonable given the situation, but one the dice hit the table, the system doesn't stress too much about whether you are beating up the villains with super strength, eye beams, cybernetic missiles, or mind blasts.
- Playbooks based character generation. For those not familiar with PbtA (and it's close cousin, FitD), a playbook is more or less a character sheet with a specific character type printed on it, and all the rules you need to complete your character on the sheet. In Masks, they playbooks are primarily based around the dramatic challenges your character faces. So, the Bull loses his cool (think YJ Suberboy or Arsenal), the Transformed is loathed and feared, and the Janus is most concerned about maintaining a double life (think Spider-Man).
Things unique to Masks:
- Labels. Most PbtA game has static scores like intelligence, etc. Masks uses labels to modify rolls. Labels are roughly how you are viewed and how you view yourself. So a character with a high Danger is thought of as dangerous. The catch here is that during the game, other people (including other PCs) can shift you labels up or down. This models the fluid self-image of a young hero.
- Influence. There is a simple influence mechanism that is reflected in the combat and other mechanics.
- Learning by failing. Dungeon World did this first but it's a lovely feature. When your character scores a miss (6-) on a move, they get a potential point, like experience. This makes for a nice little consolation prize when PCs screw up. And they will screw up.
That's the 50 cent tour. If I have some time later this week, I may talk a bit about my current campaign.