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<blockquote data-quote="Blue" data-source="post: 8603548" data-attributes="member: 20564"><p>As payn mentioned, it's more tuned for Teen supers than teen Supers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Much of the game is modelling comics and shows like Young Justice, Teen Titans, even My Hero Academia where who you are, and where do you fit in the world, are major, mechanically supported themes.</p><p></p><p>If you are looking for tactical-heavy fights, Masks isn't it. If you are looking for the party that comes to shouting and blows within itself and then has that reunion that may leave them brittle or might leave them stronger, and we won't know if you can fully trust each other until a Godzilla-expy is terrorizing downtown - then it's the right game for you.</p><p></p><p>There is a laser focused on that teen supers genre and aspects of figuring yourself out, and how you fit into the world. I'm loving Masks, but I wouldn't use it for generic supers.</p><p></p><p>Also running it was my first experience as player or GM to PbtA. I read the rules, skimmed some forums, listened to an actual play, and following the advice reread the rules. It's working, but there's habits from traditional games I need to be able to lay aside I'm still working on.</p><p></p><p>Oh, and just as a resource, generic supers games I'm interested in (but haven't had a chance to play):</p><p><strong>Sentinel Comics</strong>: Fate and Cortex had a kid, in the world of Sentinel Comics. Got some interesting ideas, like unlocking powers as the situation gets more dire.</p><p><strong>Worlds in Peril</strong>: PbtA - how hard can you push yourself and the dangers of stopping a villain at all costs.</p><p><strong>Galaxies in Peril</strong>: Successor(?) to Worlds in Peril, Forged in the Dark</p><p><strong>Marvel Heroic Roleplay + Cortex Prime</strong>: Almost more of a Superhero Comic RPG then a Superhero RPG. MHR was obviously very Marvel focused, but bringing in the new edition of the rules from Cortex Prime, whihc includes character creations, could allow a more own-world feel. Among other points, I like that it was able to handle Thor and Hawkeye going out for a boy's night and not worrying about the power differences.</p><p><strong>Champions/HERO System</strong>: Okay, I'm lying. 6th Ed has all the magic sucked out for me. But I played so much 2nd ed and BBB back in the 80s and 90s that I still have a soft spot for the ultimate in supers simulation.)</p></blockquote><p></p>
[QUOTE="Blue, post: 8603548, member: 20564"] As payn mentioned, it's more tuned for Teen supers than teen Supers. :) Much of the game is modelling comics and shows like Young Justice, Teen Titans, even My Hero Academia where who you are, and where do you fit in the world, are major, mechanically supported themes. If you are looking for tactical-heavy fights, Masks isn't it. If you are looking for the party that comes to shouting and blows within itself and then has that reunion that may leave them brittle or might leave them stronger, and we won't know if you can fully trust each other until a Godzilla-expy is terrorizing downtown - then it's the right game for you. There is a laser focused on that teen supers genre and aspects of figuring yourself out, and how you fit into the world. I'm loving Masks, but I wouldn't use it for generic supers. Also running it was my first experience as player or GM to PbtA. I read the rules, skimmed some forums, listened to an actual play, and following the advice reread the rules. It's working, but there's habits from traditional games I need to be able to lay aside I'm still working on. Oh, and just as a resource, generic supers games I'm interested in (but haven't had a chance to play): [B]Sentinel Comics[/B]: Fate and Cortex had a kid, in the world of Sentinel Comics. Got some interesting ideas, like unlocking powers as the situation gets more dire. [B]Worlds in Peril[/B]: PbtA - how hard can you push yourself and the dangers of stopping a villain at all costs. [B]Galaxies in Peril[/B]: Successor(?) to Worlds in Peril, Forged in the Dark [B]Marvel Heroic Roleplay + Cortex Prime[/B]: Almost more of a Superhero Comic RPG then a Superhero RPG. MHR was obviously very Marvel focused, but bringing in the new edition of the rules from Cortex Prime, whihc includes character creations, could allow a more own-world feel. Among other points, I like that it was able to handle Thor and Hawkeye going out for a boy's night and not worrying about the power differences. [B]Champions/HERO System[/B]: Okay, I'm lying. 6th Ed has all the magic sucked out for me. But I played so much 2nd ed and BBB back in the 80s and 90s that I still have a soft spot for the ultimate in supers simulation.) [/QUOTE]
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