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The Midnight Generation

Game ID: GID0339913
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Description

From publisher blurb:

The Midnight Generation is a rules hack for Masks: A New Generation by Magpie Games inspired by the Shin Megami Tensei: Persona series of JRPGs. Take the role of teenagers thrust into mystery and conflict. Explore the cognitive landscape of The Midnight World, the realm made by the collective unconscious of humanity and the distortions that arise when people retreat from reality. Take control of powerful Facades, spiritual manifestations of one's true self to battle powerful Shadows, willful manifestations of human emotions and to overcome the trials set forth in The Midnight Generation!

The Midnight Generation contains three chapters to convert Masks: A New Generation over into The Midnight Generation.

Chapter One details powerful Arcana, the empowerment of the Players Facades, rules on creating Rulers, Shadows, Palaces and the Facades themselves. Additionally Chapter One covers converting existing Masks Playbooks for use in The Midnight Generation.

Chapter Two introduces Hawthorne, a city in the far North West grappling with a secret history, a dangerous cult and the trials of school life for the Players. Hawthorne outlines five Rulers and their palaces, the city of Hawthorne itself and advice for GMs wanting to run their own game of The Midnight Generation.

Chapter Three covers the Playbooks of The Midnight Generation, each created to more closely parallel the inspiration material as well as using the Playbooks in games of Masks: A New Generation.

The Golem: You were created for a purpose, to study humans and the emotions they carry. Can you go beyond your programing and gain the very emotions you study?
Touchstones: AEGIS, Labrys
The Icon: You have to put on a mask every day for a crowd that you fear won't accept your true self. Are you that mask, is it worth hiding your true self from the world for fame?
Touchstones: Takamaki Ann, Kujikawa Rise, Kitagawa Yusuke
The Navigator: Something or someone pushed you, or caused you to flee, the real world. Perhaps that someone was you. Whatever the reason, you've withdrawn into a safe space, filled with creature comforts as a distraction from the truth. Will you come out of your shell and trust your new friends or isolate even further from the world?
Touchstones: Sakura Futaba, Yamagashi Fuuka
The Outcast: The world assumes just because you're a little rough around the edges that you're dangerous, that you don't belong. You act out to reinforce this fact out of fear. Fear that they might figure out that you're not the delinquent they think you are or, worse, that you are the delinquent they think you are. Will you stop acting the clown and show your worth or prove them right? That you don't actually belong.
Touchstones: Tatsumi Kanji, Sakamoto Ryuji, Iori Junpei
The Practiced: You've been hurt, you've lost and you're terrified you'll lose again. Of all your friends you know the stakes of fighting Shadows, of exploring the Midnight World. Will your fears overcome you or will you protect your friends? Even more pressing, will you let them protect you?
Touchstones: Sanada Akihiko, Aragaki Shinjiro, SEES
The Prisoner: The world of adults is difficult, a world where power and influence mean more than the truth. You ran afoul of this fact, made the wrong people mad and now you're suffering whatever consequences that might bring. With these new powers however you finally have the means to bring those that put you in chains to justice. Will you be a Virtuous Thief, a modern day Robin Hood, or use this power to perpetuate the same crimes you yourself have suffered?
Touchstones: Joker, The Phantom Thieves
The Psientist: You've uncovered a truth of the world. That the Midnight Generation is real. You didn't do this on your own, someone discovered this information before you, put you on the trail, but the trail went cold. Whoever came before you is nowhere to be found, another mystery to uncover even if it might be best to let sleeping dogs lie. Will you do what it takes to bring the fate of those who came before you, and the truth of the Midnight World, to light or will you suffer the same fate, lost and buried to time?
Touchstones: Kirijo Mitsuru, Takuto Maruki
The Shadow: You were born in the Midnight World, born from the collective emotions, dreams and fears of mankind but you're different. You are not some mindless thing, you have hopes and dreams of your own. Your appearance may be strange, you may not truly know why you are different from other Shadows, but you have friends to help you figure it out. Will you discover that you really are just a simple Shadow, nothing more than the sum of your parts, or will you show what it truly means to be human after all?
Touchstones: Teddy, Morgana

And two special Playbooks!

The Assistant: An attendant for the Midnight World with a unique mechanic that focuses on Facades and their power. The Assistant has hidden their true Facade away and taken up another false image they hope to project into the world.

The Unruly: A wild and dangerous Facade user who has begun to create their own Palace. Their existence within the Midnight World shakes its foundations, warping and distorting the cognitive world by their mere presence.

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