This was in my group’s second session of Masks, which is a TTRPG based on stuff like Teen Titans or Young Avengers where the characters are all teenage superheros. It’s a pretty lighthearted system and it really leans into the interpersonal drama of the genre. Most of the group couldn’t make it, so it was me, another player, and the GM.
My character was a reformed villain who used to be in a hydra-esque karate cult and still had ties to parts of the criminal underworld, and the other player was basically one of 7 clone children created by this settings doctor doom who got really into dr phil and self-help to the point where he decided to become a hero.
The two of us end up busting an Iran/Contra-style trade in weapons and drugs between the local mob and a political splinter group of subterranean mole-people trying to overthrow their king (side note, our GM is fucking great) and escaping with the weapons. I decide that I’m going to lean into the villain thing and pawn them off to one of my contacts to pay off a debt I have instead of just handing them over to the authorities or melting them down or something.
The other character was obviously not jazzed about it, but we’d been leaning into this dynamic of him being the youngest and most naive in the team and my character being more worldly and morally flexible, so I kind of rode over him on that. But then the next day he shows up at my character’s apartment asking to be trained in martial arts.
My character’s training him but he keeps pushing the issue about last night in little ways until we start doing some sparring, and then it turns into one of those scenes where we’re both kind of pretending we’re not actually fighting, but there’s just so much subtext from the start and it turns into a straight up superhero fight that ends with my character momentarily reverting to cult assassin mode, pulling out a razorblade hidden under a fingernail and holding it to his teammate’s throat.
I loved that session because it was such a good introduction to what actually makes that system so interesting and dynamic, because it mechanises the emotional undercurrent of scenes like that and the differing needs and attachments for each different character. Our characters doing what they did was a natural progression stemming from the way that the rolls played out, and not just some out-of-pocket table behavior trying to assert dominance or whatever. It was all good vibes and smart characterization.