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Masks: A New Generation
by
Masks is a tabletop roleplaying game in which you play young superheroes who are growing up in a city several generations into its superheroic age. Halcyon City has had more than its fair share of superheroes, superteams, supervillains, and everything in between. Over the course of three different generations of super-people, Halcyon City has seen it all.
You play members o ...more
You play members o ...more
ebook, 208 pages
Published
September 2016
by Magpie Games
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Masks, a superhero roleplaying game based on the Apocalypse World system, allows you to play a member of a teen super team. Generally, superhero RPGs get bogged down in lots of rules about how powers work. This system avoids that by focusing on the type of character you are playing rather than the types of powers you have. For example, you can be an outsider, a legacy, a transformed, and so on. Each type of character has it's own story arc, so as you play, you try to make progress on your arc. A
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The team focus of the game is interesting, though enough of the game is built around it that there's some friction if one tries to play a less team-oriented campaign. A few bits of it feel like they could use a little more polish, but two out of three of my (other) favorite RPGs (Apocalypse World and Monsterhearts) didn't reach their current levels of nigh-perfection until their second editions, and only a first edition of Masks is available so far. It's very impressive that it achieved this lev
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Brendan Conway’s Masks is one of the best game texts for an Apocalypse World hack. There is a difficult line to walk with any RPG text (and especially with game systems that are common—for which the Apocalypse World engine surely qualifies) between giving enough information and too much information. The text of Masks does a great job of laying out what is needed to make the game’s mechanics spin and connect to create the young superheroes story that the game was made to tell. There are plentiful
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Masks is an excellent game about young superheroes in the vein of Teen Titans and Young Justice. The game is based on the apocalypse engine, featuring some of the innovations that came from later PbtA games such as Dungeon World.
One curious feature of the games is that in the stead of attributes, the core ratings that you use for tasks are "labels", which describes how your characters views themselves (such as "savior" or "freak".) During the game, things can happen that changes these view.
The ...more
One curious feature of the games is that in the stead of attributes, the core ratings that you use for tasks are "labels", which describes how your characters views themselves (such as "savior" or "freak".) During the game, things can happen that changes these view.
The ...more

I played Masks at a con and had a great time without having read this book. Now that I read it, I can see where it all came from. Conway has a very clear vision about how Masks is best played, and with the play examples and design, there's a lot to learn about being a better GM both for Masks and other games.
I may update this review after I have a chance to GM! ...more
I may update this review after I have a chance to GM! ...more

A great concept (teen heroes! teen angst! exploring and defining and fighting for your personality! as a teen!), what reads as a good adaptation of the Powered by the Apocalypse system, and well-written.
My only critique (without having actually played it) is that the text depends too much on having the playbooks at hand to understand them. I'm find with having the core playbooks off to the side as a separate download, but I'd much rather have had abbreviated versions in this book as well to bet ...more
My only critique (without having actually played it) is that the text depends too much on having the playbooks at hand to understand them. I'm find with having the core playbooks off to the side as a separate download, but I'd much rather have had abbreviated versions in this book as well to bet ...more

So, I think I'm more-or-less happy with kickstarting this, but as an RPG it's more like a book one of a setting sourcebook series rather than its own self-contained game. I've gone through it a couple of times and still feel like I'm missing pieces, and while the downloads helped somewhat, overall I don't feel confident I "get" the system. It's possible it's just me, but this is a rare feeling for me, and I've not really bumped into it with other RPG books. Usually after a couple of re-reads, I
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