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Sorted A-ZRunning the Game
GM Principles & Agenda
GM agenda — make the city real, make life not what they expected, play to find out who they become.
The GM agenda in Masks is unusual: the GM is not running the world against the heroes. The GM is running the adults against the heroes.
Agenda:
- Make Solace City feel real.
- Make the PCs' lives not what they expected.
- Play to find out who they become.
Principles:
- Address the characters, not the players.
- Treat the world like a comic book — bright, exaggerated, full of inconvenient consequences.
- Make every NPC adult try to define one of the teens, all the time, in every conversation.
- Look for the question the playbook is asking, and put it on screen.
- Be a fan of the team's powers, then make them costly.
- Ask leading questions and use the answers.
- Hand the reins to the team during a Moment of Truth.
Masks is a game where the GM's job is to push, not to oppose. The opposition comes from the labels, the adults, and the city — not from a clever villain plan. The villain is a vehicle for an identity question.