A Luchador’s Guide to Action and Adventure

At first glance, even at second glance, the world of Luchador: Way of the Mask looks a lot like our world. People go about the drudgery of their day-to-day lives, politicians lie to cover up their indiscretions, and there’s never anything good on TV. However, there are differences. Unscrupulous businessmen stoop to actual strong-arm tactics (rather than courtroom strong-arm tactics) to take over family owned shops. Mad scientists conduct bizarre experiments in remote laboratories. Masked armies rise from the criminal underworld to carry out convoluted schemes to overthrow world governments. Supernatural forces lurk in the shadows awaiting the unwary to fall under their spell. Throughout it all, the hopes of the common man hang on those masked masters of the mat, the luchadors.

The core concept of the game is that luchadors are the heroes of the modern world. Where others chase the empty promise of greed or struggle to survive the endless grind, the luchador fights on as a champion of honor and glory. Only those with no fear can afford to stand fast against the forces of evil. Only they are worthy of being called heroes.

The tone of Luchador: Way of the Mask is light-hearted but not comedic. It is not an easy thing to maintain. The vibe of the game is somewhere between 70’s action films and 80’s television series. It’s a world where government agents must turn to an unaffiliated martial arts master to infiltrate a madman’s island stronghold during a fighting tournament to uncover his plans, and nobody thinks it odd. Look to Bond films, A-team episodes, Kung-Fu, and the like for inspiration. Obviously, the classic El Santo movies are the best place to start. The luchadors are the ones that stand between the strangeness and the safety of normal life.

Don the Mask and Dive into Danger!
Luchador: Way of the Mask


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About Casey Clark

SPARTACUS PUBLISHING The Creative Team Gabe Ivan, Designer and Writer Thom Thurman, Art Director Casey Clark, Designer and Editor The conspiracy that would become Spartacus Publishing began in a high school study hall in Columbia, MO. There the three core members engaged in lengthy discourse about gaming, comic books, sci-fi series, and pro wrestling. Somewhere between reviews and recaps of existing works, the trio started proposing ideas of their own. RPG campaigns were planned. Game rules were designed and redesigned. At least half a dozen comic book ideas were pitched. Precious little studying was done, but a good time was had by all. Years later, the trio reunited under the Death's Edge Games banner to produce their first game. Other works followed for DEG, Black Cross, Guildhouse Games, and Spartacus Publishing.