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Running 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.