Masks: A New Generation

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.

A game master enthusiastically pointing during a fantasy session, with a dragon miniature and fantasy backdrop on the table.
A game master enthusiastically pointing during a fantasy session, with a dragon miniature and fantasy backdrop on the table.
Green spectator miniature with one central eye, eyestalks, sharp teeth, and a red tongue, designed for dungeons and dragons.
Green spectator miniature with one central eye, eyestalks, sharp teeth, and a red tongue, designed for dungeons and dragons.

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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Genres you can play in Masks: A New Generation

  • Heroic

    Stand tall, make the right choice, and triumph in the end. Heroic games evoke the spirit of The Lord of the Rings, featuring bold oaths…

    View genre: Heroic
  • by Amber

    Anime

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What players are saying

  • First of all, I want to say that Sebastian was really great as a DM. For his first run as a booked DM, he did a fantastic job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot yet wasn't a complete story. Discovering that there are two more parts wasn't very positive for us, as it meant there was no satisfying conclusion to the story. 2. As new players, it was difficult for us to understand the English character sheets in such a short time. In German, it would have been much easier. Even receiving the character sheets a few days in advance would have been helpful for preparation. 3. More guidance would be beneficial. Especially for beginners, a more linear one shot would have been preferable. We wasted a large portion of the adventure time doing unnecessary things because we didn't really know how the game worked. Overall, I think the StoryForgers concept is really good and I see a lot of potential in it, especially for introducing new players to D&D. I hope you don't take my feedback the wrong way but as honest criticism. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varied experience levels, and he managed to keep everyone engaged and involved. His positive attitude made the game enjoyable for all. I really appreciated how he could clearly explain what was needed for our less experienced players while keeping our more seasoned players on their toes with his extensive knowledge of the game. Everyone in our party had a fantastic time thanks to Bryan.

    Jeremy

  • Dayron was fantastic. Well-prepared, punctual, and had a brilliant sense of humour.

    Corey

  • Dayron was fantastic; he provided an excellent experience. Thanks!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I organised a session as a gift for my boyfriend, who is really passionate about it, and he was very pleased and appreciated Leonardo's professionalism. I don't have much experience with DnD, but I found the game to be quite straightforward and enjoyable.

    Marina

  • Baptiste was a fantastic GM who adapted seamlessly to our group and helped us make great progress in this one-shot. However, there was one issue with the character sheets provided; they were not complete or clear. Some of the French translations were quite rough. For instance, our cleric was missing spells, including a healing spell, even though they were meant to have some.

    Pierre

  • Rachel was fantastic; my daughter and her friends left their game saying it was the most fun they’d ever had, and my daughter wanted to sign up for another game with her straight away. She was friendly, and her approach let the players immerse themselves in the game by giving them control over how they wanted their actions to unfold. I would definitely work with her again.

    John

  • A great first experience with D&D. Amber was excellent at explaining and guiding the game, allowing us as players to quickly get into the flow and focus on the story. Collaborating on attack strategies with my colleagues was a fun activity that provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a very enjoyable session.

    Jens

    Triodos Bank N.V.

  • Pim is truly a legend as a DM! He's cheerful, adaptable, and incredibly experienced. With a group of novice players, he managed to create an amazing experience in just a few hours. He maintained control in a fun manner and engaged every player in the story, whether they were vocal or reserved. If you go adventuring with him, it will certainly be unforgettable!

    Jens

    Triodos Bank N.V.

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