From Theory to Practice
You've learned about playbooks, Labels, team dynamics, and compelling villains. Now it's time to put it all together at the gaming table. Running Masks is different from traditional RPGs - it requires a shift in mindset from tactical combat management to emotional drama facilitation. This guide will walk you through everything from Session Zero to your first few adventures.
The TV Show Pilot Analogy
Think of your first Masks session like the pilot episode of a teen superhero TV show. You need to introduce the characters, establish their relationships, set the tone, and give viewers (players) a taste of what the series will be like. Unlike a movie where everything builds to one climax, you're setting up ongoing character arcs that will develop over many episodes (sessions).
Session Zero: Setting the Foundation
Before you dive into superhero action, you need a Session Zero to establish expectations, create characters, and build the foundation for your campaign.
Session Zero Agenda
Safety and Expectations
- Discuss content boundaries and safety tools
- Establish that this is a game about emotional growth
- Clarify that failure is interesting, not bad
- Set expectations for character interaction
- Agree on tone (serious drama vs. lighter adventure)
Setting Creation
- Choose your city (or use Halcyon City)
- Establish the superhero history
- Define the adult hero generation
- Create major locations and institutions
- Decide on tech level and tone
Character Creation
- Choose playbooks (ensure variety)
- Create individual backstories
- Establish team connections
- Define important NPCs
- Set up Influence relationships
Team Formation
- Decide how the team came together
- Establish their current status
- Create their base/meeting place
- Define their relationship with adults
- Set initial team goals
Collaborative Character Creation
Character creation in Masks should be a group activity that builds connections between characters and establishes the emotional foundation of your campaign.
The Creation Process
Character Creation Tips
Encourage Emotional Connections
Ask players to think about how their characters feel about each other, not just what they do together. "Why does your character look up to theirs?" is better than "What mission did you go on together?"
Build in Conflict Potential
Some tension between characters is good - it creates drama. A team where everyone agrees on everything won't have interesting stories to tell.
Connect to the Setting
Every character should have at least two important NPCs - someone who has Influence over them and someone they care about protecting.
Leave Room to Grow
Don't define everything about the characters upfront. Leave space for relationships and backstory to develop through play.
Opening Your First Session
The opening scene of your first session sets the tone for everything that follows. It should immediately establish the game's focus on character relationships and emotional stakes.
Designing Your First Conflict
Your first conflict should be simple enough to learn the system but meaningful enough to establish character relationships and team dynamics.
First Conflict Framework
The Threat
Keep it simple: Bank robbery, hostage situation, runaway experiment
Make it visible: Something the public can see and react to
Limit the scope: A few city blocks, not the entire world
Example: A villain has taken over a shopping mall with robot minions
The Stakes
Innocent people: Civilians in danger create moral imperative
Personal connections: Someone the heroes care about is involved
Public perception: This is the team's first public appearance
Example: One character's family is shopping there; this is their debut as heroes
The Complications
Moral choices: Force difficult decisions about methods
Team coordination: Require characters to work together
Individual challenges: Give each character a moment to shine
Example: Villain offers to release hostages if one hero surrenders
The Resolution
Victory with cost: Success but something goes wrong
Character growth: Someone learns something about themselves
Relationship change: Team bonds form or strengthen
Example: Heroes win but property damage leads to public criticism
Essential GM Techniques for Masks
Running Masks requires different skills than traditional RPGs. Focus on these key techniques to make your sessions sing:
Spotlight Management
The Challenge: Ensuring every character gets meaningful screen time and development opportunities
Practical Tips:
- Use the "Yes, and..." technique: Build on what players give you
- Ask targeted questions: "How does your character feel about what just happened?"
- Create individual moments: Give each character a scene that highlights their struggles
- Connect to backstory: Bring in elements from their character history
- Rotate focus: Don't let one character dominate every session
Emotional Pacing
The Challenge: Balancing action, drama, and character development for maximum emotional impact
Practical Tips:
- Follow intense scenes with quiet moments: Give players time to process
- Build to emotional climaxes: Not just action climaxes
- Use downtime effectively: Casual scenes often have the biggest character moments
- Watch player energy: Adjust pacing based on table engagement
- End sessions on hooks: Emotional cliffhangers work better than action ones
Relationship Facilitation
The Challenge: Encouraging meaningful character interactions and relationship development
Practical Tips:
- Create shared challenges: Problems that require teamwork to solve
- Use NPCs as relationship catalysts: Adults who have opinions about the team
- Facilitate difficult conversations: "What would your character say to that?"
- Reward vulnerability: Give mechanical benefits for emotional openness
- Show consequences of relationships: Make connections matter to the story
Common First-Session Mistakes
Learning from others' experiences can help you avoid common pitfalls when starting your Masks campaign:
Focusing Only on Action
The Problem: Treating Masks like a tactical combat game
Why It Happens: Traditional RPG habits are hard to break
The Fix: Ask about feelings and relationships as much as actions
Example: Instead of "What do you do?" ask "How does this make your character feel?"
Perfect Adult NPCs
The Problem: Making adult authority figures either perfect mentors or pure obstacles
Why It Happens: Wanting to avoid frustrating players
The Fix: Make adults caring but flawed, with their own agendas
Example: A mentor who gives good advice but doesn't understand modern teen problems
Avoiding Failure
The Problem: Letting heroes succeed at everything to avoid "ruining" their characters
Why It Happens: Misunderstanding that failure drives growth in Masks
The Fix: Embrace failure as character development opportunity
Example: A failed save that leads to guilt and character growth
Ignoring Labels
The Problem: Not actively shifting Labels based on character actions and perceptions
Why It Happens: The system feels unfamiliar compared to traditional stats
The Fix: Regularly ask how others perceive character actions
Example: "The crowd sees you destroy the robot. How does that change how they see you?"
Solo Hero Syndrome
The Problem: Letting individual characters solve problems alone
Why It Happens: Traditional "spotlight" thinking from other RPGs
The Fix: Create challenges that require team cooperation
Example: Problems that need multiple character strengths to solve
Rushing Character Creation
The Problem: Not spending enough time on relationships and connections
Why It Happens: Eagerness to get to the "real game"
The Fix: Invest time in Session Zero; it pays dividends later
Example: Spending a full session on character creation and team building
Typical Session Structure
While every session is different, most successful Masks sessions follow a loose structure that balances action, character development, and team dynamics:
Building an Ongoing Campaign
After your first few sessions, focus on developing the elements that make Masks campaigns special:
Character Arcs
Each character should have a personal journey that unfolds over multiple sessions:
- The Beacon: Proving they belong and finding their unique contribution
- The Legacy: Defining their own heroic identity separate from family expectations
- The ProtΓ©gΓ©: Growing beyond their mentor and becoming independent
- The Delinquent: Learning when to rebel and when to cooperate
- The Janus: Balancing their two lives and deciding what matters most
Track Progress: Keep notes on each character's growth and unresolved issues
Relationship Evolution
Team relationships should change and deepen over time:
- Initial Bonds: Surface-level cooperation and mutual respect
- Testing Phase: Conflicts that reveal true character
- Deep Connections: Trust, vulnerability, and mutual support
- Found Family: Unbreakable bonds forged through shared struggle
Facilitate Growth: Create situations that require trust and vulnerability
Escalating Stakes
Challenges should grow in scope and personal significance:
- Local Threats: Neighborhood villains and small-scale problems
- City-Wide Issues: Major villains and systemic challenges
- Personal Vendettas: Enemies who know the heroes personally
- Existential Questions: Challenges to core beliefs and values
Make It Personal: The biggest threats should target what heroes care about most
Practice Exercises
Exercise: Plan Your First Session
Using the framework from this tutorial, outline your first session:
- Opening Scene: How will you introduce the team and establish tone?
- First Conflict: What simple but meaningful challenge will they face?
- Character Moments: How will each character get spotlight time?
- Relationship Building: What opportunities for team bonding will you create?
- Session Ending: What hook will bring them back for session two?
Session Template: "The team comes together when [inciting incident] because [personal stakes]. They must [main challenge] while dealing with [complication]. Success means [positive outcome] but also [cost or consequence]. This sets up [future storyline] for next session."
Exercise: Relationship Web Creation
Map out the initial relationship network for your campaign:
- Draw each PC and their key relationships
- Include at least 2 NPCs per character (one with Influence, one they care about)
- Mark which NPCs are shared between characters
- Identify potential relationship conflicts and growth opportunities
Exercise: GM Technique Practice
Practice essential Masks GM skills:
- Emotion Questions: Write 10 questions that ask about feelings rather than actions
- Label Shifts: Practice describing how actions change perceptions
- Meaningful Failure: Design 3 scenarios where failure leads to character growth
- Adult NPCs: Create 2 adults who are caring but create conflict
Troubleshooting Common Issues
Players Are Too Focused on Tactics
Signs: Detailed combat planning, optimization talk, treating powers like video game abilities
Solutions: Ask emotion questions during action scenes, make success about character growth not tactical superiority, reward creative problem-solving over optimal builds
Characters Aren't Connecting
Signs: Players only interact during missions, no personal relationships developing, team feels like strangers
Solutions: Force downtime scenes, create shared challenges that require trust, ask about character reactions to each other's actions
The Game Feels Too Serious
Signs: Players seem stressed or overwhelmed, every scene is heavy drama, no fun or humor
Solutions: Include lighter moments and team bonding, celebrate victories more, let characters be teenagers who joke around
Players Resist Failure
Signs: Frustration when dice rolls fail, avoiding risky actions, treating failure as punishment
Solutions: Demonstrate how failure creates interesting stories, reward players for embracing failure, make consequences about growth not punishment
Essential Resources and References
Core Materials
- Masks: A New Generation RPG rulebook
- Playbook sheets for all players
- Two six-sided dice per player
- Index cards for NPCs and notes
- Character relationship maps
Inspiration Sources
- Young Justice (TV series)
- Teen Titans (comics and animation)
- My Hero Academia (anime/manga)
- Ms. Marvel (comics)
- Champions (comics)
GM Tools
- NPC motivation tracker
- Relationship evolution notes
- City location maps
- Villain scheme timelines
- Character arc progression charts
Safety Tools
- X-Card for content boundaries
- Lines and Veils discussion
- Check-in procedures
- Session debrief protocols
- Player comfort monitoring
Final Advice for New GMs
Embrace the Learning Curve
Masks feels different from other RPGs, and that's okay. Don't worry about getting everything perfect in your first few sessions. Focus on creating emotional moments and meaningful character interactions. The mechanical mastery will come with practice.
Trust Your Players
Players often have the best ideas for their characters' emotional journeys. When they suggest a direction for their character development, say "yes" more often than "no." Their investment in the story will make your job easier and the game more engaging.
Keep the Focus Narrow
Resist the urge to create massive, world-threatening plots early on. The most compelling Masks stories are often very personal - focus on the relationships between characters and their immediate community before scaling up to cosmic threats.
Make Failure Interesting
In Masks, failure isn't about punishment - it's about growth and dramatic tension. When characters fail, ask yourself: "How does this make the story more interesting?" and "What can the character learn from this?" The answer will guide you to meaningful consequences.
Your Heroic Journey Begins
You now have all the tools you need to run Masks: A New Generation. You understand the unique focus on emotional growth, the innovative mechanical systems, and the techniques needed to facilitate meaningful teenage superhero stories. Remember that every great GM started with their first session, and every amazing campaign began with characters who were just learning to work together.
You're Ready When You Have:
- β A clear understanding of what makes Masks unique
- β Characters with meaningful relationships and conflicts
- β A simple but personal first challenge planned
- β NPCs who will have Influence over the characters
- β An attitude of curiosity about what the characters will become
The most important thing to remember is that Masks is about the journey, not the destination. Your characters will grow, change, and surprise you. Your team will face challenges that test not just their powers, but their values, friendships, and understanding of what it means to be a hero.
Now go forth and create stories worth telling. The next generation of heroes is waiting for you.