Yaaaaay!<br/><br/>So, as with Dungeon World, you roll 2d6+ a stat! On a 7+, you get a hit, you are mostly successful and you'll be defining most of the next part of the fiction. On a 10+, that's even more true, on a 7-9 it's a partial hit!<br/><br/>On a 6-, it's a miss which means the GM (me!) gets to make a GM move. Masks has a bunch of pre-written GM moves that I can choose from, each playbook comes with some GM Moves and all<br/>NPCs also have moves! I won't tell you what move I'm making, but I'll choose one from one of those lists and do some action!<br/><br/>Sometimes you'll still be "successful" but it may not turn out the way you want! But ALWAYS something will happen and change.<br/><br/>On a 6- you ALSO get to gain Potential which is basically XP! Get 5 and you Advance!