
Masks TTRPG · Masks: A New Generation
Masks: A New Generation
In Masks: A New Generation, you are young heroes discovering who you want to be while striving to save the day. Each session feels like a comic: bold panels, witty banter between punches, and choices that reshape your identity and relationships. You chase criminals, comfort friends, and determine what kind of symbol you become for the city. It is heartfelt, energetic, and designed for spotlight sharing so everyone shines.
It’s ideal for newcomers, returning RPG enthusiasts, and groups seeking teamwork, humour, and drama in one night. Character creation is quick and guided by playbooks, so you’re in action fast. Perfect for birthdays, office socials, or a laid-back campaign with friends. Run it in person or online with our Game Masters who adjust the tone from lighthearted to intense and ensure the table feels safe and supported.
How to play Masks: A New Generation
On your turn, you describe what your hero does, then roll 2d6 plus a Label that fits your action, such as Danger or Savior. High totals indicate clear success, middling rolls result in trade-offs, and a low roll allows the Game Master to create complications. You keep track of conditions like Angry or Afraid that affect your rolls, and you can spend Team to assist one another. The focus remains on choices and emotions, rather than measuring grids or counting moves.
You bring a character idea, a willingness to share the spotlight, and a mood preference, ranging from silly to serious. A professional Game Master provides safety tools, playbooks, vivid villains, and scenes that flow like comic panels. A one-shot dives straight into a chaotic team-up with a villain of the week and a strong conclusion. A campaign allows your Labels to evolve over time, relationships to deepen, and threats to escalate. You can play at a table or via online play.




Common questions
Do we need to know the rules or read the book beforehand?
No. Masks is straightforward to learn at the table. A professional Game Master explains how scenes operate, when moves are triggered, and what your choices entail. You select a teen hero playbook, define your appearance, powers, and a few relationships, then dive into the game. The GM prompts you and maintains a lively pace. The rules concentrate on what you express your hero does and feels. If you're uncertain in the moment, the GM and your teammates assist you in finding an exciting next step.
What group size is ideal, and how long does a session last?
Masks works best with 2 to 5 players, with 3 to 4 being the ideal number. A typical session lasts around 3 to 4 hours. New groups generally take about 30 to 45 minutes for quick character creation and establishing a team origin before jumping into the story. For returning players or using pregenerated characters, setup can be reduced to 10 to 15 minutes. Expect plenty of action scenes, emotional moments, and a strong conclusion. Campaign arcs usually fit nicely into 3 to 6 sessions each.
Is Masks suitable for kids and teens? How do you establish the tone?
Yes. It is fantastic for teens and adults, and can be adjusted for younger players if you prefer a light, cartoonish vibe. Themes can explore identity, crushes, and pressure from mentors, so your Game Master will check boundaries first and use safety tools. You agree on a content rating together, from Saturday morning to gritty YA. To match the feel you want, you can browse GM approaches here: GM playstyles.
How does Masks differ from D&D or other fantasy RPGs?
Masks focuses on story beats and emotions rather than tactical combat. There are no standard battle maps, hit points, or extensive gear lists. Moves create consequences that alter your Labels, mark Conditions like Angry or Afraid, and change relationships. Teamwork is a shared resource, and social influence is just as important as physical confrontations. If you are weighing options for your group, you can explore here: all game systems.
How do playbooks and powers function during character creation?
You select a playbook, an archetype such as the Delinquent, Nova, or Legacy. This provides unique moves and questions that shape your relationships and backstory. Powers are adaptable and descriptive, rather than a set spell list. You describe their appearance and what they cost you, while the GM assists in establishing clear boundaries so everyone comprehends the scope. If you wish, the GM can offer pre-generated heroes or assist you in reworking a playbook to suit a preferred trope.
Is it better as a one-shot or a longer campaign?
Both shine. A one-shot feels like a single comic issue with a quick team setup, a compelling threat, personal choices that matter, and a satisfying ending. In a campaign, labels evolve, influence shifts, relationships deepen, and villains become more complex. You gain new moves as you progress, and your hero can even change playbooks to reflect who they are becoming. Many groups enjoy short arcs that build into seasons.
Which edition or supplements do you use for Masks?
Masks has one core rulebook, so there’s no edition choice to worry about. A professional Game Master can run with just the core for a streamlined experience, or include official material like Secrets of AEGIS or the Halcyon City Herald Collection if you want more villains, locations, and prompts. Your GM will confirm any add-ons during planning to ensure the scope fits your group.
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