TTRPG Wiki

Compare tabletop RPG systems to find your next game

Masks: A New Generation vs Smallville Roleplaying Game

Compare Masks: A New Generation and Smallville Roleplaying Game side by side. See differences in complexity, dice, genre, and more.

Masks: A New GenerationSmallville Roleplaying Game
GenreModern, SuperheroSuperhero, Modern
TagsNarrative, Rules-Light, Character-Driven, Drama, Beginner-Friendly, CC-Licensed Rules, SuperpowersLicensed IP, Superpowers, Character-Driven, Drama, Narrative, Collaborative, Worldbuilding, Roleplay-Heavy, Fear & Stress Mechanics, Strong GM Support
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 a d4–d12 pool built from one Value and one Relationship, with an Asset die if applicable. Add the two highest dice. Dice showing 1 are Complications and never count. Plot Points can add dice to the pool before the roll or include more rolled dice in the total afterward. Tests normally pit your roll against the GM's Trouble pool. Ties go to the GM. Contests exchange action and reaction rolls until someone Gives In or fails to beat the previous total and takes Stress. Giving In concedes the opponent's demand but avoids Stress.
Dice2d6d4–d12 dice pool
ComplexityLowMedium
AvailabilityPaidOut of print
Runnability4 of 5 book tools4 of 5 book tools
LicenseCC BY 4.0All Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherMagpie GamesMargaret Weis Productions, Ltd.
Year20162010
LanguagesEnglish, French, GermanEnglish
Best ForTeen superhero drama where identity, relationships, and emotional stakes matter more than punching villains.Groups who want superhero stories driven by relationship drama, where the player characters' convictions and loyalties clash with each other as often as they face villains.
HighlightsLabels system makes identity the core conflict, 10 distinct playbooks, low prep for GM, encourages drama and character growthChallenging a Drive triples its die for one roll but steps it back for the episode, turning a crisis of conviction into Growth. Group character creation builds a shared map of people and places that supplies material for later episodes. When an opponent fails to beat your action result, they take Stress rather than concede your demand, making Giving In a separate choice.
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 shiftsCreating an original cast through Pathways takes a few hours of group work before the first episode. Episode preparation centers on conflicts between player characters rather than a unified party's shared objective. Winning a Contest cannot kill a character by itself, because killing in a Contest requires that character's player to Give In and accept death.