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. Every session resembles a comic: bold panels, witty banter between punches, and choices that redefine your identity and relationships. You pursue criminals, support friends, and determine what kind of symbol you become for the city. It is heartfelt, energetic, and designed for spotlight sharing so everyone can shine.

It is ideal for newcomers, returning RPG enthusiasts, and groups seeking teamwork, humour, and drama in one evening. Character creation is quick and guided by playbooks, allowing you to jump into action swiftly. Perfect for birthdays, office socials, or a relaxed campaign with friends. Run it in person or online with our Game Masters who adjust the tone from light-hearted 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 emphasis is on choices and emotions, rather than measuring grids or counting moves.

You bring a character concept, 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.

Frequently Asked 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 signify. You select a teen hero playbook, define your appearance, powers, and a few relationships, then dive into play. The GM prompts you and maintains a lively pace. The rules concentrate on what you declare your hero does and feels. If you are uncertain in the moment, the GM and your teammates assist you in finding an exciting next step.

What group size is most effective, 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 between 3 to 4 hours. New groups generally take around 30 to 45 minutes for quick character creation and establishing a team origin before getting into the main story. For returning players or using pregenerated characters, setup can be reduced to 10 to 15 minutes. You can expect action-packed scenes, emotional moments, and a strong conclusion. Campaign arcs usually fit well within 3 to 6 sessions each.

Is Masks suitable for children and teenagers? How do you establish the tone?

Yes. It is excellent for teenagers and adults, and can be adjusted for younger players if you prefer a lighter, cartoonish feel. Themes may explore identity, crushes, and pressure from mentors, so your Game Master will first check boundaries and utilise safety tools. You will agree on a content rating together, ranging from Saturday morning to gritty young adult. To align with the atmosphere you desire, you can explore GM approaches here: GM playstyles.

How does Masks differ from D&D or other fantasy RPGs?

Masks focuses on narrative beats and emotions rather than tactical combat. There are no standard battle maps, hit points, or extensive gear lists. Moves generate consequences that alter your Labels, mark Conditions such as Angry or Afraid, and affect relationships. Teamwork is a collective 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 list of spells. You describe their appearance and what they cost you, while the GM assists in establishing clear boundaries to ensure everyone understands 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-off 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 conclusion. 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 a single core rulebook, eliminating any concerns about different editions. A professional Game Master can opt to run with just the core for a streamlined experience, or incorporate official materials such as Secrets of AEGIS or the Halcyon City Herald Collection if you desire additional villains, locations, and prompts. Your GM will confirm any extras during the planning phase to ensure the scope suits your group.

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Genres you can play in Masks: A New Generation

  • Heroic

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

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  • by Amber

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What players think

  • Tom was brilliant! He was really great with the children and very patient with his explanations. It was a wonderful evening and definitely worth doing again! The kids asked the next day when we would be doing this again.

    Danny

  • 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 really good job. The 3 stars refer to the following: 1. We were disappointed that the adventure was labelled a One Shot and 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. Best regards, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, and he managed to keep everyone engaged and involved. His attitude was fantastic, and he made the game enjoyable for all. I particularly appreciated how he could clearly explain what was required from 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 wonderful 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. Thank you!

    Casey

    The Merry Meeple

  • The game was incredibly engaging. I arranged a session as a gift for my boyfriend, who is very enthusiastic about it, and he was thoroughly 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

  • A very good GM, Baptiste adapted well to our group and helped us progress in this one-shot. One issue was with the character sheets provided, which were not complete or clear. Some of the French translations were rather approximate. For instance, our cleric was missing spells (no 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 enabled the players to fully immerse themselves in the game by allowing them to control how they wanted their actions to be carried out. I would certainly work with her again.

    John

  • A pleasant and straightforward introduction to D&D. Amber was adept at explaining and guiding the game, allowing us as players to quickly get into the rhythm and concentrate on the narrative. Collaborating with my colleagues to devise attack strategies was an enjoyable experience and provided valuable insights into each other's characters, thought processes, and differences. Overall, I found it to be a highly enjoyable session.

    Jens

    Triodos Bank N.V.

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