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Young Justice: Knights of Red Chapel (Science, Sin, & Sorcery)
$25.00
/ Session
Details
Weekly / Saturday - 6:00 PM UTC
Session Duration / 3–4 hours
1 / 5 Seats Filled
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About the adventure
This is your beginning. Your origin story. And through your choices, heroes and villains alike will rise—or fall. Red Chapel is a place of proud contradictions, a city where neo-Gothic spires and sleek modern labs rise side-by-side at the juncture of Massachusetts and New York. Red stone and restless ambition mark its skyline as surely as the spires of St. Sebastian's Cathedral do. Polished electric cars hum past storied bronze statues no one remembers commissioning. In the last five years, the so-called Super-Science Boom has transformed Red Chapel’s otherwise unremarkable presence on the national and world stages—cleaner streets, gleaming towers, the promise of a better tomorrow. After the events of Young Justice: Invasion, the world has changed in ways that are almost as hard to name as they are to ignore. The League is overextended, answering global threats and leaving many cities without protectors of their own. Meanwhile, age and experience have pushed The Team into something more complicated than just “young heroes.” And here in Red Chapel—a city of storms and folklore—the push to become a hub of “super-science” is accelerating fast. But not all progress is clean. Not all growth is healthy. And not everyone sees the cracks beneath the surface. They turn up the radio. Swipe to the next app. convince themselves everything's fine. But the new heroes? The ones just starting to notice? They see it differently. They hear it. Feel it. In the watchful silence... in the things no one talks about. This campaign is built on character and consequence, on both inhabiting your mask and living truthfully beneath it. Red Chapel is ready to be shaped—and whether it thrives, crumbles, or mutates into something else entirely will depend on what you believe, who you become, and the future you're willing either to accept... or fight to bring about.
Game themes
Meet the Game Master
1 year on StartPlaying
About me
Hey, I'm JP. I run games built on character, collaboration, and consequence. For me, the story starts as a fixed path—the story exists, fully formed before the game starts. At that point, player agency gets a major vote. Your characters matter, but the world won’t wait for you. This isn’t a video game where the villains stand around waiting for a boss fight. They have their own goals, their own timeline. Your job is to interfere, change the outcome, leave your mark—make an impact. That means *you* shape the future, for good or ill. I build settings that breathe and change. They have history. They have momentum. And they don’t revolve around the players—they *include* them. I’ve been running games for decades across systems like *Masks: A New Generation*, *Vampire: The Masquerade*, *Dungeons & Dragons*, and others. I care about building stories where actions matter, and where your choices echo beyond a single scene. I’ll never force you down a single path, but you also won’t be left without direction. I give players the tools to act, understand the stakes, and make meaningful choices. Whether you follow the trail, forge a new one, or double back entirely—the world will move, with or without you. When it comes to character creation, my focus is helping you craft someone you want to play and inhabit—someone layered, someone compelling, someone you're excited to return to. We'll work together to build a background that makes sense in the world and supports that vision. I’m not interested in cookie-cutter templates. I want characters that feel real, and players who are invested in the journey. I run games in worlds that reflect the real one: diverse, complex, and full of nuance. That includes race, gender, orientation, and relationships of all kinds. These aren’t included to provoke—they’re included because that’s what people are—complex and varied. You can expect mature themes where appropriate, including emotional depth, identity, and sexuality. If the idea of diverse characters or stories involving intimacy or complexity feels like “woke nonsense,” I’m not your GM. No sweat. We're just not a match. If you're looking for a world that responds to you—and expects you to respond in turn—you've found your GM.
View Profile →Character creation
Creating your character
NOTE:The game is designed with mature themes baked into it. However, based on both the age ranges of the players, and of the characters, as well as the preferences of the individual players, any and all such topics will be tempered and/or outright removed as necessary and appropriate. We are, after all, dealing with tween and teen/very young adult characters. Simply put, how far any given mature topic (horror, violence, sex, romance, drugs, etc, etc) goes within the game is dependent on both player and PC comfort and maturity/age, and will be discussed during session 0. Masks uses playbooks—archetypal character templates that help define your hero’s role in the story. ## Player Character Expectations This is your story. You're about to step into the public eye for the first time. Sure, you likely have experience, scars, and complicated ties from your past — but your true journey starts now. - You've had a life, of course — a real history. Maybe you trained under a famous hero, fought alongside a villain, escaped a shadowy organization, or fled a homeworld that didn't understand you. - You might be recognized *by association* — as a sidekick, a runaway, a known family member, or a survivor of something bigger. At bottom, you **are** new to the spotlight. The world is only just starting to notice you — not just as a part of someone else's story, but as someone at the start of a brand new one. During Session 0, each player will work one-on-one with me (or as a group, if the characters are already connected) to choose a playbook that fits both your concept and the campaign’s tone. This is a collaborative process, not something done in a vacuum. My job is to help you take what’s in your head and find the playbook that supports it—while grounding it in the world of Young Justice and the emerging narrative of Red Chapel. Virtual, interactive character sheets are available online for nearly every playbook and are recommended (though not required), as they streamline the process and keep everyone focused on playing, rather than pouring over books to look things up.
What to expect
Preparing for the session
NOTE: If you're brand new to the system or the setting, don't sweat it. What matters most is that you're ready to engage, stay open to collaborative storytelling, and come to the table willing to build something meaningful for yourself, and the group as a whole. Right then, to get the most out of this campaign, here’s what you’ll need, and a few things that would help, even if they aren't required: - **Discord account** (free) – Used for out-of-session communication, updates, and community vibe. - **Roll20 account** (free) – Our virtual tabletop for maps, tokens, handouts, and dice rolls. - **A working microphone and headset** – Please no open speakers; clean audio keeps us all sane. - **A webcam** – Strongly encouraged. Facial reactions and body language add a lot to roleplay and connection. **Strongly Recommended:** - **Watch *Young Justice* Seasons 1 & 2** (available on Max) – You don’t need to be a lore expert, but understanding the world we’re playing in will seriously elevate your experience. - **Familiarity with *Masks: A New Generation*** – The rules are easy to learn, but if you come in with a basic sense of how playbooks, moves, and conditions work, we can hit the ground running. **Optional, but Helpful:** - **A quiet, distraction-free space** – The vibe of this game leans into atmosphere, emotion, and narrative weight. Give yourself the space to live in your character.
What JP brings to the table
I'm a published author, multimedia creator, and experienced voice actor/director with decades of GM experience across genres—including superhero narratives. Every game I run is deeply prepped and designed for narrative depth, emotional realism, and character agency. I bring a storyteller’s toolkit and a worldbuilder’s obsession with detail. Whether it’s a random pedestrian or a corporate titan, if you talk to someone in Red Chapel, you’ll get more than just a placeholder—I’ll know their voice, their vibe, and why they matter (or don’t) to the story. I’ve done the real-world research—on city planning, crime networks, linguistics, sociology, urban development, the psychology of crime, and more—to make the setting feel lived-in and reactive. My job isn’t just to run a plot; it’s to build a world that responds. You won’t clip through the map. If you dig, the soil has layers. If you detour, the road still leads somewhere. I front-load the work so you don’t have to wade through it—I want the world to *feel* real, not *remind you* how much I know. What I bring beyond mechanics is an open mind, genuine empathy, and a deep respect for player agency. My antagonists will fight to win—and sometimes, they might. The threats are real. The clock ticks. The enemy gets a vote. But *I* am not your enemy. I’m your fan. I want your characters to succeed, to triumph against impossible odds, to earn every hard-fought moment of victory. I won’t hand it to you, but I want to *cheer when you get there*. Because when you win in Red Chapel, it’s because you *earned* it—and that’s what makes it unforgettable.
Platforms used
Safety
How JP creates a safe table
Content warnings
Safety tools used
