That's correct! Unlike in classic Masks, the default is increasing or decreasing a single label, not a zero-sum shift. (The idea is that it's balanced by the risk of Crisis.)
Full disclosure: I actually haven't gotten this to the table yet! I put it together for a jam and hope to playtest it soon with my (currently on hiatus) Masks group. So I'm not 100% sure how it shifts the feel, but I really like shifting labels in the game — I think it keeps things dynamic and creates an economy that drives play. I'm hoping that's how it'll go! If you give it a try, let me know!
I've been in a Masks game for about two years now — I love the game and encourage everyone to check it out, but over time felt like a lot of the tools that provide valuable support when you're starting were more constraining than helpful. Inspired by the Game Explore Jam and other game demakes like World of Dungeons, I stripped the game down to basically just the Labels and built up the bare minimum needed, with an eye toward campaign play and high-trust tables.
Basically, it's 50% thought experiment and 50% the version of Masks I want to use at my table.
I called it "Retconned" because it's inspired by "demakes" like World of Dungeons, imagining a simpler, slightly retro version of the game. I basically cut out everything but labels and the End of Session move and then added a bunch of my own material.
← Return to demake
Comments
Log in with itch.io to leave a comment.
I have a question on the label increase mechanics.
As written, I read that some moves just increase labels, or decrease them, not shifting another. Is that intended?
That's correct! Unlike in classic Masks, the default is increasing or decreasing a single label, not a zero-sum shift. (The idea is that it's balanced by the risk of Crisis.)
I like this simple version of masks, I had a hard time getting into the original system.
Seems like this one has lots of shifting of those labels- in your experience how does having your stats change constantly make the game feel?
Thanks!
Full disclosure: I actually haven't gotten this to the table yet! I put it together for a jam and hope to playtest it soon with my (currently on hiatus) Masks group. So I'm not 100% sure how it shifts the feel, but I really like shifting labels in the game — I think it keeps things dynamic and creates an economy that drives play. I'm hoping that's how it'll go! If you give it a try, let me know!
I would love to know more about how this game relates to the original Masks game by Magpie. Thanks!
I've been in a Masks game for about two years now — I love the game and encourage everyone to check it out, but over time felt like a lot of the tools that provide valuable support when you're starting were more constraining than helpful. Inspired by the Game Explore Jam and other game demakes like World of Dungeons, I stripped the game down to basically just the Labels and built up the bare minimum needed, with an eye toward campaign play and high-trust tables.
Basically, it's 50% thought experiment and 50% the version of Masks I want to use at my table.
Very interesting! I'm excited to check it out. Thanks for the quick reply.
What has been retconned from the original?
I called it "Retconned" because it's inspired by "demakes" like World of Dungeons, imagining a simpler, slightly retro version of the game. I basically cut out everything but labels and the End of Session move and then added a bunch of my own material.
Check it out, though! It's free and short!