TTRPG Wiki

Compare tabletop RPG systems to find your next game

Chasing Adventure vs Masks: A New Generation

Compare Chasing Adventure and Masks: A New Generation side by side. See differences in complexity, dice, genre, and more.

Chasing AdventureMasks: A New Generation
GenreFantasyModern, Superhero
TagsNarrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed RulesNarrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, Superpowers
Core MechanicRoll 2d6 + stat (STR, DEX, INT, WIS, CHA, -1 to +3). 10+ is a full success, 7–9 is a partial success with cost, 6- the GM makes a move. Advantage adds a d6 (keep best two); Disadvantage adds a d6 (keep worst two). Conditions replace HP: mark a stat with a condition for Disadvantage but gain XP. Push Yourself for Advantage at the cost of a condition. Chase Moves handle pursuit scenes. Favor tracks NPC relationships.PbtA moves: roll 2d6 + Label. 10+ = strong hit, 7–9 = hit with complications, 6− = miss (GM makes a move). Five shifting Labels (Danger, Freak, Savior, Superior, Mundane) represent how the hero sees themselves, and others can shift them. Influence and team mechanics drive interpersonal drama.
Dice2d62d6
ComplexityLowLow
AvailabilityFree core rulesPaid
Runnability5 of 5 book tools4 of 5 book tools
LicenseCC BY-SA 4.0CC BY 4.0
Third-Party PublishingNot yet researchedNot yet researched
PublisherSpencer MooreMagpie Games
Year20242016
LanguagesEnglishEnglish, French, German
Best ForGroups who want cinematic fantasy adventure with fast, narrative-driven moves: chase sequences, Favor relationships, and Conditions that make every roll matter.Teen superhero drama where identity, relationships, and emotional stakes matter more than punching villains.
HighlightsChase moves are distinctive, Conditions-as-damage creates meaningful consequences, Favor system drives NPC relationships, 10 playbooks with strong starting moves, free version is the complete gameLabels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growth
ConsiderationsThe design is a close modification of Dungeon World, so groups who already play that will find little mechanically new. The core book covers fantasy only, with no support for other genres. The GM never rolls dice, so every mechanical outcome rests on a player roll.Labels shifting can frustrate players who want a stable character identity, Influence mechanic requires careful tracking, adult moves can overshadow teen PCs, limited mechanical growth beyond Label shifts