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Actana

Actana

When it comes to Masks and emotions, it's important to note to those unfamiliar with the game that Masks does not force players to act in any specific way, even when they mark those conditions that represent emotional states. Instead, it both gives a hefty (-2 on a 2d6 system) penalty on rolls related to that emotion (for example, Afraid makes it harder for you to straight up fight villains and Angry makes it harder for you to empathize with others), and, more importantly, they allow players to clear that condition by acting in a specific way regarding that emotion (for Afraid, you have to flee a dangerous scene, and for Angry you have to destroy or hurt something/someone). It doesn't force you to act things out, but instead mechanically encourages you to act that way, both in mechanical and non-mechanical action.

 

One excellent game related to exploration and conditions like this is Torchbearer. In that game, when you fail you gain conditions like thirsty, hungry, tired, sick, wounded, etc. And once all of them are marked, you risk death. Brilliantly designed game to emulate the grind of a dungeon crawl.

Actana

Actana

When it comes to Masks and emotions, it's important to note to those unfamiliar with the game that Masks does not force players to act in any specific way, even when they mark those conditions that represent emotional states. Instead, it both gives a hefty (-2 on a 2d6 system) penalty on rolls related to that emotion (for example, Afraid makes it harder for you to straight up fight villains and Angry makes it harder for you to empathize with others), and, more importantly, they allow players to clear that condition by acting in a specific way regarding that emotion (for Afraid, you have to flee a dangerous scene, and for Angry you have to destroy or hurt something/someone). It doesn't force you to act things out, but instead mechanically encourages you to act that way, both in mechanical and non-mechanical action.

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