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 trying to save the day. Every session feels like a comic: bold panels, quips between punches, and choices that reshape your identity and relationships. You chase crooks, comfort friends, and decide what kind of symbol you become for the city. It is heartfelt, energetic, and designed for spotlight sharing so everyone shines.

It is ideal for first-timers, returning RPG fans, and groups that want teamwork, humour, and drama in one night. Character creation is quick and guided by playbooks, so you are in action fast. 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 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 points 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 adventure 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.

Friends playing a tabletop role-playing game, one wearing elf ears and making gestures, showing the fun of Storyforgers.
Friends playing a tabletop role-playing game, one wearing elf ears and making gestures, showing the fun of Storyforgers.
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 pick up at the table. A professional Game Master explains how scenes operate, when moves activate, 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 30 to 45 minutes for quick character creation and establishing a team origin before jumping into the main issue. For returning players or using pregenerated characters, setup can be done in 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 excellent for teens and adults, and can be adjusted for younger players if you prefer a light, cartoonish feel. 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 align with the feel you want, you can browse GM approaches here: GM playstyles.

How is Masks different 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 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 abilities 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 define their appearance and what they cost you, while the GM assists in establishing clear boundaries so everyone understands the scope. If you wish, the GM can offer pre-generated heroes or help you modify 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 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 one core rulebook, so there is no need to worry about different editions. A professional Game Master can run the game using just the core rules for a streamlined experience, or they can include official materials like Secrets of AEGIS or the Halcyon City Herald Collection if you want additional villains, locations, and prompts. Your GM will confirm any add-ons during the planning phase to ensure the scope suits your group.

Booking Form


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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 brave oaths…

    View genre: Heroic
  • by Amber

    Anime

    Big emotions, striking archetypes, and dynamic battles. Assemble your team, exchange witty banter, and advance in narratives that resonate…

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  • Comedy

    Light-hearted adventures where the punchline is just as important as the plot. Imagine the energy of Monty Python and the Holy Grail at the…

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  • Academy

    Campus drama and late-night antics, teachers who challenge you and rivals who drive you. Make friends, join clubs, study for exams, and…

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What players think

  • Ruby was fantastic; this was our group’s first DnD experience, and she helped everyone grasp the rules and enjoy themselves.

    Adam

  • We had a fantastic time; the boys really enjoyed their campaign, and Evan was excellent. I would definitely recommend Evan. Thank you!

    Cheidhia

  • Geert was a lot of fun and very enthusiastic! We were in stitches laughing :D

    Wessel

  • It was an amazing experience for the girls! Thank you, Marie! You were incredibly well prepared, the girls were captivated by your every word, and it felt like you had been playing together for years! Looking forward to seeing you next time!

    Annick

  • Tom was fantastic! He was really great with the kids and patient with his explanations. It was a wonderful evening and definitely worth doing again! The children 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 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 see it as honest criticism. Cheers, Mario

    Mario

  • Bryan was exceptional. We had a group with varying levels of experience, 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 from our less experienced players while also 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

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