The Adult Problem
In most superhero stories, adults are either perfect mentors or irrelevant background characters. Masks takes a radically different approach: adults are complex, flawed people who genuinely care about the young heroes but often don't understand them. They represent the eternal teenage struggle of figuring out when to listen to authority and when to trust your own judgment.
The Helicopter Parent Analogy
Imagine your parents know you're Spider-Man. They love you and want to protect you, but they also want you home by 10 PM and think you should focus more on your grades than stopping bank robberies. That's the adult dilemma in Masks: they're not wrong, but they're not entirely right either. The game explores this tension without making either side the villain.
Why Adults Matter in Masks
Adults in Masks serve a specific narrative function: they represent the paths the teen heroes might take and the expectations they must navigate. Every adult was once young and idealistic, but time, experience, and compromise have shaped them into something different.
Types of Adults in Masks
Adults in Masks fall into several key categories, each representing different aspects of the generational divide:
The Golden Generation
Who They Are: The classic heroes from 20-30 years ago who established the superhero tradition
Their Perspective: "We built this world, and there's a right way to do things"
The Conflict: They expect respect for their experience but may be out of touch with modern realities
Example Characters: Captain Amazing, The original members of major superhero teams
The Silver Generation
Who They Are: Heroes who came of age in the 90s and early 2000s, now in positions of authority
Their Perspective: "We were rebels too, but we learned when to follow the rules"
The Conflict: They remember being young and idealistic but have been worn down by compromise
Example Characters: Former teen heroes who now run superhero organizations
Civilians in Authority
Who They Are: Politicians, police chiefs, military leaders, and other non-powered authority figures
Their Perspective: "Superheroes should work within the system we've built"
The Conflict: They have legitimate concerns about accountability but don't understand the superhero world
Example Characters: The Mayor, Police Commissioner, Military Liaisons
Concerned Parents
Who They Are: The actual parents of teen heroes, whether they know about the powers or not
Their Perspective: "I just want you to be safe and have a normal life"
The Conflict: Parental love versus letting children find their own way
Example Characters: May Parker, Martha Kent, any worried parent
The Mentor
Who They Are: Adults who take a special interest in guiding young heroes
Their Perspective: "I can help you avoid the mistakes I made"
The Conflict: When does guidance become control? When should students surpass teachers?
Example Characters: Professor Xavier, Nick Fury, experienced heroes taking proteges
The Fallen Hero
Who They Are: Former heroes who lost their way, became cynical, or made terrible choices
Their Perspective: "The world will break you like it broke me"
The Conflict: Are they right about the cost of heroism, or have they given up too easily?
Example Characters: Reformed villains, retired heroes, those who've seen too much
How Adults Work Mechanically
Adults in Masks have their own special moves that reflect their role in the story. They're not designed to be played by players, but to create meaningful relationships and conflicts with the teen heroes.
Adult Moves
Give Orders
When: An adult tells young heroes what to do
Effect: Young heroes must either comply or defy authority (triggering their own moves)
Drama: Creates tension between following orders and personal agency
Disappoint Them
When: An adult fails to live up to a young hero's expectations
Effect: The young hero faces a crisis of faith and must choose their response
Drama: Forces characters to decide who they want to become
Show Them the Costs
When: An adult reveals the hidden price of heroism
Effect: Young heroes confront uncomfortable truths about their chosen path
Drama: Reality check that challenges idealism
Offer Sympathy and Understanding
When: An adult shows they truly get what the teens are going through
Effect: Provides emotional support and potentially shifts relationships
Drama: Rare moments of genuine connection across generations
Adults and Influence
The relationship between adults and teen heroes is complex because it's not based on simple authority. An adult might have official power but no Influence, or they might have deep Influence despite no formal authority.
Common Generational Conflicts
Masks excels at exploring the specific tensions that arise between different generations of heroes. These conflicts drive story and character development:
Methods vs. Results
Adult View: "We have protocols for a reason. Following proper procedure saves lives."
Teen View: "Your procedures are too slow. People are getting hurt while we follow your rules."
Real Example: Emergency response during a crisis - formal channels vs. immediate action
Experience vs. Idealism
Adult View: "You don't understand how complex these situations really are."
Teen View: "You've become cynical and forgotten what we're really fighting for."
Real Example: Dealing with reformed villains - pragmatic caution vs. belief in redemption
Responsibility vs. Freedom
Adult View: "With great power comes great responsibility - to society and its rules."
Teen View: "Responsibility means doing what's right, not what's expected."
Real Example: Accountability to government oversight vs. moral independence
Safety vs. Growth
Adult View: "I want to protect you from making the mistakes I made."
Teen View: "I need to learn from my own experiences, not yours."
Real Example: Mentors wanting to shelter protégés vs. allowing them to face challenges
Creating Compelling Adult NPCs
The key to great adult characters in Masks is making them genuinely care about the young heroes while still creating meaningful conflict. They should never be pure obstacles or perfect wise mentors.
The Adult Creation Framework
Step 1: Define Their Past
- What were they like as a young hero?
- What experiences shaped them?
- What compromises did they make?
- What do they regret?
Step 2: Establish Their Current Position
- What role do they play in the superhero community?
- What responsibilities do they have?
- What pressures are they under?
- Who do they answer to?
Step 3: Connect to the Teens
- Why do they care about these specific young heroes?
- What do they see in them?
- What do they fear for them?
- How do they try to help (even if misguided)?
Step 4: Create the Conflict
- Where do their values clash with teen idealism?
- What would they never allow the teens to do?
- What line would they cross to protect them?
- When might they have to choose between duty and care?
Example Adult NPCs
Here are some detailed examples of how to bring adult characters to life in your Masks game:
Commander Sarah Benson - Military Liaison
Background: Former Army officer who gained powers during overseas deployment. Served as a solo hero for years before joining government oversight.
Current Role: Official liaison between teen heroes and Department of Metahuman Affairs
Core Conflict: Believes structure and discipline keep heroes alive, but teens see her as controlling
What She Wants: To prevent the teens from experiencing the trauma and loss she's seen
Influence Potential: High with military-minded characters, low with rebels
Signature Move: "That's an order, not a suggestion"
Dr. Elena Vasquez - The Retired Mentor
Background: Former teen hero in the 80s who retired after a teammate's death. Now works as a trauma counselor.
Current Role: Unofficial therapist and advisor to young heroes who seek her out
Core Conflict: Wants to help but is terrified of the teens getting hurt like her friends did
What She Wants: For the teens to understand the real cost of heroism before it's too late
Influence Potential: High with characters dealing with trauma or doubt
Signature Move: "I've been where you are, and I know where it leads"
Tristan "Thunderbolt" Johnson - The Compromised Idealist
Background: 90s teen hero who fought corruption and injustice. Now works within the system he once opposed.
Current Role: Director of the Young Heroes Initiative, balancing politics and protection
Core Conflict: Still believes in justice but has learned to work within corrupt systems
What He Wants: To give teens the support he never had while keeping them politically viable
Influence Potential: Moderate with most teens - they respect his history but question his current choices
Signature Move: "Sometimes you have to compromise to survive long enough to make real change"
Real-World Applications
The adult-teen dynamics in Masks mirror real generational conflicts that exist in every society:
Practice Exercises
Exercise: Adult Relationship Mapping
For a character you created earlier, design three adult NPCs who would have different relationships with them:
- One with Influence but no Authority (someone whose opinion matters but can't give orders)
- One with Authority but no Influence (someone who can give orders but whose opinion doesn't matter)
- One with both Influence and Authority (someone who can both command and emotionally affect your character)
For each, explain why they have or lack Influence, and what conflicts might arise.
Exercise: Generational Conflict Scenarios
Create scenarios where teen heroes and adults would disagree for valid reasons on both sides:
- A hostage situation where quick action vs. negotiation is the debate
- A reformed villain wants to join the team
- The government wants to register all teen heroes
- A mentor wants their protégé to step back from dangerous missions
For each scenario, write both perspectives without making either side wrong.
GM Guidance: Bringing Adults to Life
Key Principles for Adult NPCs
- Make them caring but flawed: Adults should genuinely want to help, even when they're wrong
- Give them valid concerns: Their worries about the teens should be based on real experience
- Show their history: Reveal how they became who they are through past events
- Let them be surprised: Adults should sometimes learn from the teens
- Avoid pure wisdom or pure obstruction: They're complex people, not plot devices
Using Adult Moves Effectively
- "Give Orders" at tense moments: Force teens to choose between obedience and conscience
- "Disappoint Them" when stakes are high: Show that heroes are human and fallible
- "Show Them the Costs" after victories: Help players understand the price of their choices
- "Offer Understanding" sparingly: Make moments of connection feel earned and special
Related Topics to Explore
Mentorship Dynamics
How healthy mentoring relationships develop and when they need to evolve
Institutional Authority
How organizations and bureaucracies interact with individual heroes
Generational Trauma
How past events affect adult behavior and teen understanding
Coming-of-Age Literature
Classic themes and conflicts from bildungsroman stories