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 Adventure | Masks: A New Generation | |
|---|---|---|
| Genre | Fantasy | Modern, Superhero |
| Tags | Narrative, Beginner-Friendly, Fast-Paced, Character-Driven, CC-Licensed Rules | Narrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, Superpowers |
| Core Mechanic | Roll 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. |
| Dice | 2d6 | 2d6 |
| Complexity | Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 5 of 5 book tools | 4 of 5 book tools |
| License | CC BY-SA 4.0 | CC BY 4.0 |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Spencer Moore | Magpie Games |
| Year | 2024 | 2016 |
| Languages | English | English, French, German |
| Best For | Groups 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. |
| Highlights | Chase 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 game | Labels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growth |
| Considerations | The 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 |