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Post by comicfan on Sept 28, 2011 13:02:56 GMT -5
This is easy, just let them keep the LoE. Ignore the fact that it wasn't the player's actual characters that earned them. Although I'd give them the option of deciding if they want to redistribute their lines differently. ProtoJ's idea while practical, isn't the best way to go, and creates more work for the GM than actually needed. Ok for D20M, or D&D, but not entirely necessary for MURPG IMHO. Revealing that the player for a while was a skrull should be used entirely for shock value. As for what to do with the skrull imposters, just kill them off the second the actual PCs escape, and join the fighting, or kill the original if the player wants to play a skrull.
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Post by kito on Sept 28, 2011 19:36:48 GMT -5
ok thx so should i still amke a basic skrull grunt? or just make them all Super skrulls they fight?
also a few of my villan players want to keep on in the skrull invasion and during the Dark Rain when the good and bad guys will pritty much flop they want to play with the good team mening making my 2 8 goup player become 1 16 group team i dont think i have the ability to run a 16 group team have any of u gm big groups and did u find it eser with a big group or a small group.
(plan just to let them keep the LOE for powers and such but remove the line spesilty itsel so altho the will have the LOE they will loos ethe EXP of them if that maks sence to u will also ask the group if any of them want to be skrulls in advanse if 0 step forword then ill just foce a few skrull trators)
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Post by comicfan on Sept 28, 2011 21:44:46 GMT -5
Go ahead and make skrull grunts and Superskrulls, and just build them as Gryphynx suggested. Make them a mix between Super skrulls, and regular grunts. As for the plan to have them lose specialty, I'd strongly suggest you don't. Just give them the option of changing what they action they put the LoE they gained while they were a Skrull. Otherwise you'll be putting them on somewhat uneven ground with the players that weren't skrull infiltrators.
As for gaming groups, I've played in a campaign like the one your villain group is thinking of. Honestly I'd suggest getting a second GM to help with this. That way you manage one group, the other manages the other group. I was in a D&D campaign where we were split off into two groups, one good the other evil, each with it's own GM to manage them. It didn't last past the first session, but that had more to do with the fact that all the experienced players were in the evil group, and all the newbies, who had no clue what they were doing, were in the good group.
Dark Reign is something someone else is going to need to give suggestions to you. I never read it (I gave up on Marvel when I learned the pro-registration heroes won in Civil War).
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Post by kito on Sept 29, 2011 1:10:44 GMT -5
the problem is no 1 elce want to gm so i kinda am stuck with it shure i could just say no but havent had the hart to yet. the problem is they want to 'join' so to speek becoming 1 team of 16 as aposed to 2 teams of 8. I dont think bigger teams would be a problem games would just move a bit slower but my main consern is if it becomsa a habit i know i dont want all 30 of them in there at once.
k ill not chang the LOE just keep it and allow them to posibly let them chang the action. will post a skrull(normal cad) up when i make 1 see if u all think it does the skrull justice.
im not to worred about dark rain i red all/most of it i was just unabel to buy comicks durring the invasion part so did not know wut happened.
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