Running the First Session

How to make characters as a group, build the team's origin together and run your first session of Masks.

From Theory to Practice

The earlier parts of this guide covered playbooks, Labels, team dynamics, adults, and villains. Now it's time to put it all together at the table. Running Masks is different from many traditional RPGs: it asks you to shift from tactical combat management to facilitating emotional drama. This page walks you through making characters as a group, building the team's shared origin, and running your first session.

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

Masks expects the players to make their characters together, at the table, with the GM. Many groups fold that into the first session itself; others hold a separate Session Zero. Either way, cover these topics before the first fight.

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 (a miss marks potential)
  • Set expectations for character interaction
  • Agree on tone (serious drama vs. lighter adventure)

Setting Creation

  • Use Halcyon City (or build your own city)
  • Sketch the superhero history across the generations
  • Define the adult heroes the team looks up to (or resents)
  • Create major locations and institutions
  • Decide on tech level and tone

Character Creation

  • Choose playbooks (aim for variety)
  • Fill in looks, abilities, Labels, moves and backstory
  • Answer the team's origin questions
  • Define important NPCs
  • Set up starting Influence

Team Formation

  • Decide how the team came together (the origin questions do this)
  • Establish their current status
  • Create their base/meeting place
  • Define their relationship with adults
  • Set initial team goals

Group Character Creation

Character creation in Masks is a group activity. Everyone builds their hero at the same table, so the team's connections and the campaign's emotional foundation grow out of the same conversation.

The Creation Process

"When Our Team First Came Together…"

Every playbook carries one question about the team's first adventure together. Once the characters are made, each player reads their playbook's question and answers it, and the answers become the team's shared origin story. The book gives a recommended order so each answer builds on the last; skip any playbook nobody is playing.

OrderPlaybookThe question is about…
1Bulla dangerous enemy we defeated
2Novahow we destroyed our surroundings
3Outsiderwhy we didn't trust each other at first
4Janussomeone important we saved
5Delinquentthe major rules we broke
6Doomedthe high cost we paid
7Legacythe established hero we impressed
8Transformedsomeone important who now hates and fears us
9Protégéwhy we stuck together afterwards
10Beaconthe signs of something bigger

As GM, ask follow-up questions and write the answers down: you have just been handed an enemy, a rescue, a broken rule, a cost, a grudge and a mystery to build on.

Relationships and Starting Influence

After the origin story, each player works through their playbook's relationship questions and hands out starting Influence. Influence is simply held or not held: someone with Influence over you is someone whose opinion you care about, and there are no points to count. Each playbook says how much to give at the start. For example:

Remember too that every adult has Influence over the heroes when first introduced. Holding Influence over someone gives you +1 to moves aimed at them, and you can surrender it for a sharper effect. See Team Dynamics for the full rules.

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 - an adult whose opinion they care about (and who will hold 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.

Goals for the First Session

The GM section of the core book sets out goals for the first session. A central one is to go through most of the mechanics, and definitely all the basic moves, so everyone sees how the game works before the stakes climb. Plan scenes that give each move a natural reason to come up, and tick them off as they happen.

Basic moveRollA first-session trigger
Directly Engage a Threat+ DangerWading into the villain's robot minions
Unleash Your Powers+ FreakHolding up a collapsing walkway
Defend+ SaviorShielding trapped shoppers from a blast
Assess the Situation+ SuperiorSizing up the scene on arrival
Provoke Someone+ SuperiorTaunting the villain into a mistake
Comfort or Support+ MundaneTalking down a shaken teammate afterwards
Pierce the Mask+ MundaneWorking out what the villain really wants
Take a Powerful Blow+ conditions markedThe villain lands a huge hit

Take a Powerful Blow is inverted: you roll plus the number of conditions you have marked, so a high roll is bad and a miss means you stand strong. Every roll uses 2d6: 10+ is a full hit, 7–9 a hit with a cost, 6 or less a miss, and every miss marks potential. Also look for a chance to bring in Reject Influence: have an adult with Influence tell a hero who they are, and let the player choose whether to accept it (the GM shifts their Labels) or push back.

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.

Effective Opening Scenarios

In Media Res

Setup: Start in the middle of action, then flash back to show how you got there

Pros: Immediate excitement, natural introduction to characters' abilities

Example: "You're falling through the sky above downtown. How did this team meeting go so wrong?"

How to Run It:

  • Start with dramatic stakes already established
  • Let each player describe one thing their character does
  • Flash back to 30 minutes earlier
  • Build up to the moment you started with

The Team Meeting

Setup: Characters gathering for an important discussion, soon after the origin adventure

Pros: Natural exposition, relationship establishment, shared goal setting

Example: "You've been called together by [adult figure] who has a mission for you."

How to Run It:

  • Give each character a reason to be there
  • Include relationship-defining moments
  • Interrupt with action before it gets boring
  • Make the mission personal to someone

Separate Introductions

Setup: Show each character in their "normal" life before bringing them together

Pros: Individual character establishment, clear contrast between normal and hero life

Example: Quick scenes of each character dealing with civilian problems before a crisis unites them

How to Run It:

  • Keep individual scenes short (2-3 minutes each)
  • Show what matters to each character
  • Create problems that powers can't easily solve
  • Build to a unifying incident

Designing Your First Conflict

Your first conflict should be simple enough to show off the rules but meaningful enough to establish character relationships and team dynamics.

flowchart TD A[Simple Threat] --> B[Clear Stakes] B --> C[Personal Connections] C --> D[Team Cooperation Needed] D --> E[Multiple Solutions Possible] E --> F[Relationship Development] G["Avoid These"] --> H["Overwhelming complexity<br/>Pure combat focus<br/>No personal stakes<br/>Single solution"]

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: The city is watching the new team

Example: One character's family is shopping there, and news cameras are rolling

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

Building Villains from What the Players Invent

Keep the first session's opposition light. The origin answers and relationship questions will hand you far better material than anything you prepare alone: the dangerous enemy from the Bull's question, the person who now hates and fears the team from the Transformed's, the signs of something bigger from the Beacon's, the adults and rivals named on each sheet. After the session, build the campaign's villains from that material, giving each one a name, a drive, a few villain moves and one to five conditions (see Villains & Conflicts).

Opening and Closing Every Session

Two short rules frame every session, starting with the first one.

Start of Session

The GM adds one Team to the team pool. The pool also grows when the heroes go into battle against a dangerous foe together, and players spend Team to aid each other or to act selfishly. When time passes, the GM empties the pool and resets it to 1 Team.

End of Session

Each player chooses one:

  • Grow closer to the team: give Influence to a teammate, and clear a condition or mark potential.
  • Grow into your own image: shift one Label up and one Label down.
  • Grow away from the team: take Influence over you away from another character.

Some playbooks add their own end-of-session checks; the Doomed, for example, looks at whether they made progress against their nemesis.

Essential GM Techniques for Masks

Running Masks requires different skills than many 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: The rules already do this; point players at Comfort or Support and their playbook's Team moves for sharing a vulnerability
  • 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: Alongside "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: Not realizing that failure drives growth in Masks (every miss marks potential)

The Fix: Embrace failure as a chance for character development

Example: A failed save that leads to guilt and character growth

Ignoring Labels

The Problem: Never shifting Labels, so the heroes' self-images stay frozen

Why It Happens: The system feels unfamiliar compared to traditional stats

The Fix: Have characters with Influence tell the heroes who they are; the player accepts (and the GM shifts their Labels) or rejects it

Example: Their mentor surveys the wreckage: "You're reckless. You're going to get someone killed."

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: Give the origin questions and Influence real time; it pays dividends later

Example: Spending most of the first 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 Protégé: 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

Try It at the Table

Plan Your First Session

Using the framework on this page, outline your first session:

  1. Opening Scene: How will you introduce the team and establish tone?
  2. First Conflict: What simple but meaningful challenge will they face?
  3. Basic Moves: Where will each basic move get a natural chance to come up?
  4. Character Moments: How will each character get spotlight time?
  5. Relationship Building: What opportunities for team bonding will you create?
  6. 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."

Map the Relationship Web

Map out the initial relationship network for your campaign:

  • Draw each PC and their key relationships
  • Mark who holds Influence over whom after character creation
  • 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

Sharpen Your GM Skills

Prepare a few tools before you sit down:

  1. Emotion Questions: Write 10 questions that ask about feelings rather than actions
  2. Label Shifts: Write three lines an adult with Influence might say to tell a hero who they are
  3. Meaningful Failure: Design 3 scenarios where failure leads to character growth
  4. 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: Set up 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: Point out that every miss marks potential toward an advance, show how failure creates interesting stories, make consequences about growth not punishment

Essential Resources and References

Core Materials

  • Masks: A New Generation core rulebook
  • Playbook sheets and the player and GM reference sheets (free on Magpie Games' site)
  • 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 (Marvel comics)

GM Tools

  • NPC motivation tracker
  • Influence and relationship notes
  • City location maps
  • Villain scheme timelines
  • Character arc progression notes

Safety Tools

  • X-Card for content boundaries
  • Lines and Veils discussion
  • Check-in procedures
  • Session debrief
  • Player comfort monitoring

Final Advice for New GMs

Expect a Few Bumpy Sessions

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 rules will become second nature with play.

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.

Ready for the First Session

Run character creation together, let the origin questions build the team's story, hand out Influence, and plan a first conflict that gives every basic move a chance to appear. Every great campaign starts with characters who are just learning to work together.

You're Ready When You Have:

  • ✓ Characters made together, with the origin questions answered
  • ✓ Starting Influence handed out, and adults ready to claim theirs
  • ✓ A simple but personal first challenge that uses all the basic moves
  • ✓ Notes on what the players invented, ready to grow into villains
  • ✓ An attitude of curiosity about what the characters will become

Masks is about the journey, not the destination. Your characters will grow, change, and surprise you, and 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.

No group handy? Playing Masks Solo shows how to run the game for yourself, the Dice Roller handles the 2d6 rolls, and the GM's Toolkit gathers prep aids for your table.