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Post by vyrrk on Aug 4, 2017 20:30:23 GMT -8
The GM or the results of the moves decide. Ok... I have no idea what that response means. Do I just randomly pick? Let me try a example. 1) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 10. He picks resist and frighten. Does he go again or does it go to another player? 2) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 8. He picks resist. Does he go again or does it go to another player? How do you decide?
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Aug 4, 2017 23:27:38 GMT -8
Just follow the...
Seriously: Yes, you decide. There is no initiative... just share the spotlight in a way that makes the players feel engaged and the story work well, and you (as a GM) excited.
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Deleted
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Post by Deleted on Aug 5, 2017 1:53:11 GMT -8
Can someone explain to me how "initiative" works in Masks? I get that you are suppose to share the spot light... but how do you pick who goes next? When is the current player's turn done? Do you just progress the turn order on a miss or a 7-9? Or do you also change turns on 10+? And if any of your say "Just follow the fiction man" I swear to god I will throw the book out the window! Throw the book then. PbtA appears to be not for you. More serious: You pick the next person based on what is dramatically appropriate. Is something happening that someone should respond to? Has it been a while since someone last acted? Does someone want to jump in and do a thing? There is no current players or turns. Just strike that idea from your head, it doesn't apply to PbtA. A move is completed once all of its effects have been resolved and the narrative has been re established. Thus you typically see a person narrate an action which trips a trigger. That trigger means the move must be made. The move is done (typically by rolling) and the results are narrated. Again, no turn order. I'm saying it again because it's important. There is no turn order. The game should always be progressing. Moves are simply the punctuation to that movement. Either you or the player will be making moves before long. The players will be looking to you for what happens next in no time at all. When that happens, you make a move. That move will necessitate a reaction from them which will likely cause them to a trigger a move, etc etc. Not only do people not take turns in an order, but they don't take turns. A player could make two moves in a row. If that's where the story makes sense, than do that. Then cut to someone else and see what's going on over there. You just do it.
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Deleted
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Post by Deleted on Aug 5, 2017 1:58:58 GMT -8
The GM or the results of the moves decide. Ok... I have no idea what that response means. Do I just randomly pick? Let me try a example. 1) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 10. He picks resist and frighten. Does he go again or does it go to another player? 2) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 8. He picks resist. Does he go again or does it go to another player? How do you decide? 1: It depends on the rest of the scene. Bob may go again because the evil dude's cousin tries to take him from the side a moment after he makes contact. Bob's buddy may go next, using his ice powers to freeze the evil dude as he tries to make good his escape from Bob. 2: Probably not unless there is some reason to suggest that he should. It's good to keep the spotlight bouncing around, so in the absence of a good reason you should move on to another part of the scene.
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Post by joecrak on Aug 5, 2017 6:04:34 GMT -8
The GM or the results of the moves decide. Ok... I have no idea what that response means. Do I just randomly pick? Let me try a example. 1) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 10. He picks resist and frighten. Does he go again or does it go to another player? 2) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 8. He picks resist. Does he go again or does it go to another player? How do you decide? So these are good examples to work off of, Directly engage a threat specifically. 1. Because Bob applied a condition, the threat immediately makes a condition move, based off of whatever condition, you the gm chose, because frighten was chosen by Bob, it sounds like the afraid condition, if applicable. Because Bob did not create an opportunity for his team, then I would also say that the antagonist gets to cause some chaos and give the rest of the PC's to react to. More importantly, Bob does not get to choose frighten, the GM chooses what reaction the NPC threat takes. If you, the gm wished, the villain could take the afraid condition, as well as another condition, but 1 condition has to be taken because Bob rolled a 7+ 2) Because he only resisted the blows, that means the other options do not happen, so I would say the second half od my response to number 1 still applies. No opportunity created for the teammates, can give the gm cause to create more chaos. Similar to response to 1, the antagonist would still need to make a condition move, because Bob rolled a 7+, so the villain takes a condition. When that happens, the villain makes a condition move based off of what condition they took.
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Post by vyrrk on Aug 5, 2017 13:13:21 GMT -8
Ok... I have no idea what that response means. Do I just randomly pick? Let me try a example. 1) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 10. He picks resist and frighten. Does he go again or does it go to another player? 2) Bob flys in and punches evil dude. Rolls directly engage a threat and gets a 8. He picks resist. Does he go again or does it go to another player? How do you decide? So these are good examples to work off of, Directly engage a threat specifically. 1. Because Bob applied a condition, the threat immediately makes a condition move, based off of whatever condition, you the gm chose, because frighten was chosen by Bob, it sounds like the afraid condition, if applicable. Because Bob did not create an opportunity for his team, then I would also say that the antagonist gets to cause some chaos and give the rest of the PC's to react to. More importantly, Bob does not get to choose frighten, the GM chooses what reaction the NPC threat takes. If you, the gm wished, the villain could take the afraid condition, as well as another condition, but 1 condition has to be taken because Bob rolled a 7+ 2) Because he only resisted the blows, that means the other options do not happen, so I would say the second half od my response to number 1 still applies. No opportunity created for the teammates, can give the gm cause to create more chaos. Similar to response to 1, the antagonist would still need to make a condition move, because Bob rolled a 7+, so the villain takes a condition. When that happens, the villain makes a condition move based off of what condition they took. Thank you. This was very helpful!
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Post by ericfromnj on Aug 9, 2017 15:46:30 GMT -8
Ok. Just got my copy in the mail. Considering it was the hardback copy for fifty bucks (minus the discount mentioned here) I expected a bigger book. It's so widdle. I guess it's the same size as a graphic novel so it makes sense.
So far reading through it the reading is very nice. It explains without talking down to a person, doesn't have excessive swearing, and it's actually a pretty easy read so far.
Will try to get through the moves chapter tonight.
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Post by ericfromnj on Aug 9, 2017 20:03:11 GMT -8
Ok. Read the chapters on moves and also the template chapter (I forget the actual title of the chapter).
The whole concept is interesting but even after playing 2 PbtA games (with Hyvemynd and Joecrak) it still seems a bit alien because it is so narrative compared to what I am typically used to. I probably should have had printouts of the different sheets from drivethrurpg while looking at the Moves chapter which also had influence and condition.
So far I like what the rules sort of push on people with things like comfort or support another. Granted I have run a classic FASERIP Marvel game which had beautiful moments but it seems the rules to Mask are going to help me get to those beats a lot quicker.
We shall see. Pity though the themes here are probably too much for my kids (11 and under). Well maybe the younger one. This seems a game more for my larp friends to really try to sink their teeth into.
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Post by ericfromnj on Aug 10, 2017 15:04:44 GMT -8
Ok. Read the entire book. I feel like I should reread the book because I have only the vaguest idea how to play. I understand following the fiction but trying to remember specific moves and all that is rather daunting.
It is very different from other games I have GMed.
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Post by joecrak on Aug 10, 2017 19:58:57 GMT -8
I can see the daunting aspect, luckily you'll likely have the basic moves sheet near by to help you out.
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Post by ericfromnj on Aug 17, 2017 12:57:17 GMT -8
True that, Joe.
Ok I have reread parts of the book that I feel I can run it and totally fuck it up yet my players will have a good time!
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HyveMynd
Supporter
Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
Currently Playing: Monsterhearts 2
Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Aug 17, 2017 19:06:29 GMT -8
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Post by ericfromnj on Aug 18, 2017 5:18:31 GMT -8
Thanks Hyvemynd but first I have to get a group together. FFG made the announcement of re releasing the old D6 Star Wars game and my pool of players has gone berserk wanting me to run that again.
We shall see what happens in the meantime.
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