I got the Masks Unbound release (as of 10/11) and read through it a bit. Here's some early thoughts, with emphasis on our campaign. What is this? It's basically Fiasco-style playsets for Masks, framing the game in different ways. There's four frames: Iron Red Soldiers, The Spiderweb, Phoenix Academy, and The Apocalypse Sonata. What is... Iron Red Soldiers? If you saw "Red Dawn" and wanted aliens instead of Soviets as the bad guys, or want Spider-Man and Shuri fighting in a world where the Chitauri won the Battle of New York in the MCU, this is your thing. Fewer adults, more guerilla warfare, and a dark tone. What is... The Spiderweb? This is a straight-up Marvel Noir, with an origin story a little like House of M or 1602 (time-traveling shenanigans lead to alternate universe). This is your street-level game, with more emphasis on local issues. Of all the frames, it feels the least suitable for what Masks is good at. What is... Phoenix Academy? This is Xavier's School dialed up to 11. Fans of GURPS IOU will recognize this as the high-school version of that crazy college (and if you're not an IOU fan but like Phil Foglio, follow that link). School life is crazy enough that it would come to dominate a whole game - our Gardner feels like it's the right level of super-teen activity for me personally. What is... the Apocalypse Sonata? This is Guardians of the Galaxy/Darkseid cosmic level gaming, built in a road-trip style. The Sonata is another of those cosmos-altering MacGuffins. I'm personally interested in the musical framing, given Leo's metaphor of the mind as music, and would find it most interesting if it were something closer to the Moment from Doctor Who - a sentient artifact itself, capable of interacting with its proposed wielder. What about Playbooks? Aside from the new playbooks - Harbinger, Nomad, and Scion - each of the frames makes suggestions for changing the existing playbooks to make them more suitable. For example, the Doomed, Nova, Legacy, and Outsider playbooks simply disappear from The Spiderweb. The Harbinger and Nomad in particular feel like PCs who'd introduce existing characters to a new frame - "in the near future, aliens conquer Earth". What's good? The supplement does a good job (in my opinion) of identifying frames with difficult subject matter (e.g. teen sexuality at Phoenix Academy, or the bleak tones of Iron Red Soldiers and Apocalypse Sonata), and references community tools like the X-Card. For Mask-specific content, the frames feel like the designers have thought about the whole system: changes to agendas, principles, playbooks, and moves are all considered. It's not just a set of places to go have the same adventures, but places where the feeling ought to be a little (or a lot) different. What's bad? Aside from the Spiderweb (which is deliberately low-key) and Iron Red Soldiers (which reins PCs in via other ways), a lot of the elements feel comic-book-y and over-the-top as you'd expect, but some of it feels like it verges into the gratuitous. This is a matter of taste, but I'm writing this so it's my taste. :) What could be useful to us? If we're going to focus on the teen-hero situation in Halcyon, it might be interesting to look at the neighborhood and gang text in "The Spiderweb". It might not be necessary to drill down into that level of detail, but the idea that each teen hero team has "turf" would put that situation front and center. Phoenix Academy includes a "school gossip" move that's easy to pull in and use for us. There's other new or updated moves, including the new Take a Powerful Blow that Dave referenced awhile back, and some of those might bear examination.