# What is this? *Masks: a New Generation* is quite possibly my favourite RPG to take out on short notice, and definitely hands-down my favourite superhero RPG. That’s because it’s not just about superheroes, but also about teens coming to understand themselves, their powers, and the world that needs them. I’ve run and played *Masks* a lot, but I’m not going to pretend that I have all the answers, or the guide to the One True Way of running or playing *Masks*. This is just my take on what works for me. I hope it’ll be useful and inspirational for you, but in the end, you do you—as long as everyone at your table is jamming, it’s working. So follow me on a journey, as I wax poetic about a really great game. If you want the short summary, I’ve got one [[Start Running Masks Now|here]]. * [[1. The Dial and Media References]] * [[2. Starting the Game]] * [[3. Two things to remember as GM]] * [[4. One-shots]] * [[5. Long-term games]] * [[6. Feeling like a comic book]] * [[7. The moves]] * [[8. Reveals and escalations]] * [[9. Scope]] * [[10. The team]] * [[11. Good villains, bad villains, and villains in between]] * [[12. Villains, fights, and conditions]] * [[13. The Background Questions and NPCs]] # In conclusion *Masks* is a lot of fun, but/and has a lot of moving parts. I say “but” because it can feel overwhelming, and like the bar is very high for getting everything right. I say “and” because all those moving parts *let* you get a better result when they are all working, and directly contribute to the fun of it. Don’t feel like you have to do everything in this at once, or even ever. Like everything else, this is about practice, and knowing what tools are available to you, and maybe offering a few tips for how to make those tools shine. Your influences and aesthetics aren’t mine, and you’ll make the game your own, and your players will *love* it.