Masks: A New Generation is a tabletop roleplaying game (TTRPG) focused on young superheroes grappling with identity, relationships, and the pressures of adolescence while protecting their city. Powered by the Apocalypse (PbtA), it emphasizes narrative-driven gameplay and collaborative storytelling. The game uses a unique stat system of shifting 'Labels' to reflect the characters' evolving self-perceptions and the influence of others. It's targeted towards players who enjoy superhero stories with a strong emphasis on character development and team dynamics, such as Young Justice, Runaways, or Spider-Man: Homecoming.
Masks is set in Halcyon City, a metropolis with a rich history of superheroes spanning multiple generations (Golden, Silver, Bronze, and Modern Ages). This provides a backdrop where masked heroes and villains are relatively commonplace, and the player characters, as the newest generation, must define what being a hero means in this context. The core theme revolves around the challenges of adolescence, including identity formation, navigating relationships, and dealing with authority figures, all while shouldering the responsibilities of superpowers. The game cleverly blends superhero action with personal drama, creating a space for exploring themes of self-discovery, belonging, and the impact of external influences on one's sense of self. The world's tone is generally bright and optimistic, filled with both inspiring heroes and compelling villains, mirroring the style of modern superhero comics and animated series aimed at younger audiences.
Masks uses the Powered by the Apocalypse (PbtA) engine, which prioritizes narrative over rigid rules. Characters are defined by 'Playbooks,' each representing a superhero archetype with unique moves, powers, and story hooks (e.g., The Beacon, The Bull, The Legacy). Instead of traditional stats, characters have 'Labels' â Danger, Freak, Savior, Superior, and Mundane â that reflect how they perceive themselves and how others see them. These labels shift throughout the game based on interactions and experiences, influencing dice rolls and character development.
When a character takes an action, they roll 2d6 and add the value of the relevant Label. A result of 10+ is a full success, 7-9 is a mixed success (with complications), and 6 or less results in a failure, but grants experience. The game also uses conditions such as Afraid, Angry, Guilty, Hopeless, and Insecure. These represent the characters' emotional states and directly impact their ability to perform actions. These conditions are also shed by leaning into them, such as running away to rid oneself of the Afraid condition.
Influence is a key mechanic, representing the relationships between characters. Adults automatically have Influence over the teen heroes, and players can gain Influence over each other through interactions. Influence can be spent to help or hinder someone or to shift their Labels.
Teamwork is represented by Team points, which can be spent to assist allies or even selfishly shift stats. Villain creation is streamlined, focusing on their motivations, powers, and the Conditions they inflict.
Several elements contribute to the uniqueness of Masks. Its focus on the teenage experience within the superhero genre sets it apart from more traditional superhero RPGs. The shifting Labels mechanic is innovative, dynamically reflecting the characters' evolving identities and the influence of external forces. Instead of focusing on strict power levels or combat minutiae, Masks emphasizes character relationships, emotional vulnerabilities, and the challenges of growing up.
The game's narrative-driven approach, typical of PbtA games, encourages improvisation and collaborative storytelling, allowing players to shape the world and the characters' destinies. This is in contrast to games like Mutants and Masterminds, which often get bogged down in the details of power statistics. The mechanics are designed to emulate the tone and themes of teen superhero comics and TV shows, prioritizing the feeling of being a young hero over strict adherence to rules.
Masks is aimed at players who enjoy character-driven stories with a strong emphasis on roleplaying and collaboration. The target audience includes fans of superhero comics and animated series like Young Justice, Teen Titans, Runaways, and Spider-Man: Homecoming, which focus on the personal lives and struggles of young heroes. Players can expect a game that is emotionally engaging, allowing them to explore the challenges of adolescence, the complexities of relationships, and the responsibilities of having superpowers. The game encourages players to define their characters' identities, navigate moral dilemmas, and work together as a team to overcome both external threats and internal conflicts. The rules-light PbtA system makes it accessible to new players, while the rich narrative possibilities offer depth and replayability for experienced roleplayers. The game promotes improvisation from the GM. It is noted that the lack of explicit safety tools is something to be mindful of, but the game can be successfully run with children.
The reviews for the Masks superhero role-playing game (RPG) are mixed. Some users appreciate the game's focus on the drama behind the characters and the mechanics that support the over-the-top drama tropes. They also enjoy the group character creation and world-building aspects of the game. However, some users find the combat mechanics lacking and feel that the game doesn't have high stakes due to the absence of a player death mechanic. Some users have even house-ruled in a possibility for player death to make combat more exciting. There are also criticisms that the Powered by the Apocalypse (PbtA) system, which Masks uses, is not a good fit for superhero RPGs. Despite these criticisms, some users still recommend Masks, especially for those who enjoy the teen superhero genre and social/roleplay heavy games.
Compare Masks: A New Generation with other great ttrpg games.
Monster of the Week and Masks: A New Generation both utilize the Powered by the Apocalypse (PbtA) system to create narrative-driven, team-based gameplay, but they differ significantly in tone and structure; while Monster of the Week focuses on investigation and supernatural horror involving episodic mysteries, Masks emphasizes modern teenage superhero dynamics and character growth through personal and social challenges. For example, in Monster of the Week, players typically confront monstrous entities through deductive reasoning and combat, whereas in Masks, gameplay revolves around navigating relationships and the consequences of heroism in a coming-of-age context.
Avatar Legends and Masks: A New Generation both emphasize collaborative storytelling and character development within their respective fictional worlds, but they differ in play style and game mechanics; Avatar Legends focuses on exploration and high-fantasy themes through Powered by the Apocalypse mechanics, encouraging players to engage in collaborative worldbuilding and class-based progression, while Masks centers on superhero narratives and the dynamics of teenage relationships, utilizing a more straightforward, initiative-based mechanics system. For example, whereas Avatar Legends allows players to navigate diverse elemental abilities tied to their character classes, Masks focuses on the unique powers of individual characters and their personal struggles, often leading to more immediate action-oriented gameplay.
Both Fiasco and Masks: A New Generation emphasize character-driven storytelling and interpersonal dynamics, but while Fiasco leans towards a rules-lite approach focused on dark, mature themes of social intrigue and psychological drama, Masks embraces a more structured RPG framework that highlights youthful heroism and teamwork within a vibrant, superhero setting. An example of their difference is that Fiasco often culminates in tragic outcomes due to players' ambitions going awry, whereas Masks typically encourages collaborative heroism and personal growth, often resulting in optimistic resolutions.
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