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Masks: A New Generation vs Monster of the Week

Compare Masks: A New Generation and Monster of the Week side by side. See differences in complexity, dice, genre, cost, and more.

Masks: A New GenerationMonster of the Week
GenreModern, SuperheroHorror, Modern
Play StyleNarrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, Open SourceNarrative, Horror, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, Theater of the Mind
Core MechanicPbtA 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.Roll 2d6 + stat. 10+ full success, 7–9 success with a cost, 6 or less the Keeper makes a move. Playbook moves trigger from fictional actions. Luck points turn failures into successes but never come back.
Dice2d62d6
ComplexityLowLow
AccessibilityHighHigh
CommunityMediumHigh
LicenseCC BY 4.0Generic Games Third Party License
Cost$$$$
PublisherMagpie GamesEvil Hat Productions
Year20162023
Best ForTeen superhero drama where identity, relationships, and emotional stakes matter more than punching villains.Groups who want episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files — investigating mysteries, confronting creatures, and dealing with hunter drama.
HighlightsLabels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growthVery easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes, large community
ConsiderationsLabels 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 shiftsNo pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loose