Give Up to Fight Another Day

In MASKS, a lot of the characters and elements you portray are straight-up opposition to the PCs. They’re villains with dastardly plans; they’re monsters on a rampage. You may feel a compulsion to have those forces drive, endlessly, toward their goals until they’re either victorious or destroyed.

Resist that urge. Those villains don’t always drive towards their goals to the point of near-suicidal determination—they give up. They run away. If it’s obvious they’re going to lose, they ﬂee and look for new opportunities. Not every fight has to go to the bitter end—any fight that ends earlier leaves elements open to resolve down the line.

This goes for social scenes, too. A domineering hero who’s trying to get a PC to see the world their way shouldn’t necessarily press the issue to extremes every single time—they give up to fight another day. To bring up the problem again down the line.