Icel
Initiate Douchebag
Posts: 11
Preferred Game Systems: Dungeon World
Currently Playing: Dungeon World
Currently Running: Dungeon World
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Post by Icel on Mar 25, 2018 0:18:26 GMT -8
Hello folks. Next week I'm going to run an introductory game of Masks at a convention. This game will include character and team creation process followed by an action scene or two. This is not intended to be a full one-shot adventure.
I'd love to hear if you have any tips for introducing new people to Masks, and general Masks GMing advice.
Cheers.
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hoobuk
Apprentice Douchebag
Posts: 80
Preferred Game Systems: PbtA, D&D 5E, Savage Worlds, WoD20, Cortex+
Currently Playing: Vampire Dark Ages 20th Anniversary, D&D 5E, Pathfinder
Currently Running: Monster of the Week
Favorite Species of Monkey: Capucin
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Post by hoobuk on Mar 30, 2018 8:04:16 GMT -8
Hey there! Glad you're running this. I love Masks with all my heart!
My usual first advice is something you're already doing: don't skip character generation! The process is one of the best parts of the game and instantly creates a story that not only informs the characters, but is fun to create as a group. I've run several one shots and everyone always loves the hour or two of creating the characters and team, sometimes more than the action portion itself.
My second piece of advice is to jump right into a fight. As soon as the character and When We First Came Together is done, don't do any exposition. Tell them where they are and who they're fighting and see what they do. If they try to talk too much, just endanger innocent people. Don't give them time to overthink some crazy plan. Teen supers don't plan; they act. Give them the situation to make a mess while they save the city.
Once the fight is over, then they can talk about the aftermath (although this is usually when I have AEGIS or an adult hero show up and try to tell them why they shouldn't have gotten involved).
Make it hurt. Remember that any time a villain takes a condition they get a reaction move. This is when your kids get buildings dropped on them or the robot minions show up or the laser causes a school bus to careen out of control. This is your opportunity to amp up the stakes when they think they're winning.
The other big thing I suggest is at the very beginning. First thing you say: This is a game about a TEAM of teen superHEROES. Their characters should be the good guys--they don't kill, or neglect innocents in danger. Their characters are part of the team. Even if some of them don't like each other or don't want to be there, they're part of the team nonetheless and they should behave that way. (Notice in the Backstory sections, none of them ask "DO you care about the team?" They ask "WHY do you care about the team."
Most importantly, have fun and let your PCs feel awesome. If you do that, then you're a success.
I can go on and on about this game, haha! And I did!
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