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Inquisitor campaign rules

 Post subject: Inquisitor campaign rules
PostPosted: Tue Oct 10, 2006 6:26 am 
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Master Gunner
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I find the campaign rules in the back of the core rulebook lacking to say the least. I've heard that the inquisitor annuals provide a lot of help with the creation and running of a campaign but i cant find it anywhere! Can anyone point out a website with the book/rules available for reading. Alternatively could someone who has the book (annuals) help by telling me some of the rules.

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 Post subject: Re: Inquisitor campaign rules
PostPosted: Tue Oct 10, 2006 7:39 am 
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Unctuous Toady
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Falchion wrote:
I find the campaign rules in the back of the core rulebook lacking to say the least.


Exactly! I was so surprised when Inquisitor came out. It was supposed to be this big narrative skirmish game, but it had almost no fluff or information on creating campaigns.

I think that they realized this as well. There were a lot of White Dwarf articles dedicated to Inquisitor after it came out. I think that they dedicated a few of them to running campaigns. So if you could get your hands on those that would probably have the best information.

Ultimately though, creating campaigns for Inquisitor shouldn't be too much different than running a standard role-playing game. Although in many role-playing games you can create situations where the players can potentially find a non-violent solution to their problems. This is not so much the case with inquisitor since most of the book is just one giant combat system. You are basically using the campaign to string together a series of intense little skirmishes.

Fortunately, while maybe the rules or articles from the official suppliments might not be easy to get ahold of, but there are tons of materials about Inquisitor on the Specialist Games website. I think they have more PDFs for download in the "Articles" section for Inquisitor than any other specialist game has.

Also be sure to check out the Pangolin Saloon website if you haven't already. It is, to the best of my knowledge, the number one Inquisitor website online. They have a section dedicated to detailing an entire Hive World as a super indepth campaign setting for Inquisitor. Its called Hive Nexus and seems really well done.

I hope this helps.


Truckler (You WILL be playing Inquisitor in 28mm won't you? 8) )

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PostPosted: Tue Oct 10, 2006 10:29 am 
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The way we did it was fairly simple: "Hmm, he did a lot of damage through shooting, didn't he? Give 'im 2d6 Bs." You get the idea. I don't think =][= needs a campaign system as well defined as Necromunda (for example). Thats what the GM is there for.


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PostPosted: Tue Oct 10, 2006 10:42 am 
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Unctuous Toady
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Maybe I misunderstood the question.

Falchion, are you wanting just general information on running Inquisitor campaigns or are you looking for an experience/advancement system?

If it were me, I wouldn't even bother with experience or advancement. I'd just have the characters remain unchanged throughout the whole campaign. Maybe they could acquire better ammo or extra equipment over the course of the campaign. The Inquisitors could have already lived for several hundred years to get as powerful as they presently are. One little skirmish (or even a dozen) shouldn't improve their abilities significantly.

I see it sort of like this. Think of Clint Eastwood's nameless gunfighter character that he played in various spaghetti westerns. The enjoyable part of these stories is not seeing the nameless gunfighter rack up experience or become super powerful. The fun is in seeing him match wits with the other bad guys and battle it out with them. The movies are actually like separate episodes that feature the same reoccuring character.

To me, the fun and rewarding part of Inquisitor (or any miniature gaming) is seeing the events unfold in each game. The progress in the campaign should be a narrative progression that effects the stakes in each battle. Maybe in some of the early games your Inquisitor and his minions will be hold back a little bit and play it safe. But later in the campaign when the states get higher (like when an imperial world hangs in the balance) then your characters should start taking real risks, fighting or continuing to fight, long after it would be wise to do so. Yet within the context of the larger story these decisions make sense and are in character for the participants.

---------------------

Oops. Sort of went off on a bit of a rant here. :chaos

Truckler

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Venator wrote:
The game designers themselves know these values are not realistic and they do not intend them to replace or invalidate the fluff. So let's get on with our lives and not fixate over the cosmic ramifications of game mechanics which we already know are streamlined for larger forces at the expense of detail.


Last edited by Truckler on Tue Oct 10, 2006 10:55 am, edited 1 time in total.

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PostPosted: Tue Oct 10, 2006 10:46 am 
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Exactly, its the story that's important, not what skills characters pick up.


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PostPosted: Wed Oct 11, 2006 1:00 am 
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Quote:
Truckler (You WILL be playing Inquisitor in 28mm won't you? )


that was the plan. that way i dont have to make super big terrain and most of the models are available in 40k already like the inquisitors, arco flagellants, marines, guard. u name it.

i was planning to use a modified version of the "experience" system in the back of the core book. Warbands can build up points depending on actions in the game (wounding characters, performing funky combo attacks, playing in character etc.) i will probably state that the points earned can be spent on equipment, skills etc as detailed in the armoury section. (3 points for a common weapon etc.)

At the start of my campaign, im going to introduce the character of my inquisitor (bugger i forgot that cool name i was gonna call him :-( ) He is of the ordo xenos to match the main other warband in the campaign, eldar. i think ill allow only one character to start with and only allow basic equipment (i plan to start the inquisitors career and follow him as he progresses.) later on other members can be added to warbands and new equipment and stuff can be added.

i know ive gone on for a bit and this is only the skeletal framework of the campaign i'll be playing with some friends from the local GW. I hope to be added to your ranks of veteran gamemasters soon! :D

ps. feel free to continually post campaign ideas, backgrounds to characters and questions in this thread.[/quote]

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PostPosted: Wed May 16, 2007 12:47 am 
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erm. hi all.

been away for a fair amount of time. and in all honesty i only watched the necro thread before.
anyways. if you want/need help with inquisitor may i direct you towards the conclave or the =][= forum on the SG boards.
currently if i were you i'd stick to the SG =][= boards until you got the whole idea down pat.
also, as has already been said, the PDFs available for download are very useful and have a lot of additional extras advice, and rules.

oh. and please refer to page 25 in the rulebooks (15 in LRB1) when building characters. otherwise your reception on the conclave boards if you post up characters may be less than brilliant (the guys over there are VERY opinionated, lol)

in any case, truckler hit most of the other points really (i remember you being quite good at that sort of thing dude), so there aint much more to say.
oh. and as a side note, i advise you make it a priority to read "piercing the shadows " by saussure. also "summoning the muse" is quite advisable too. plus theres a PDF written by a first time GM which will probably help you out. and at the back of the rulebook if i recall, is a short piece written about campaigns and such. these bits are what i would advise you read first before you really dive into this project.

also, every inch = 2 yards, or 1cm= 1 yard at 28mm. either way works.
finally, just ask around if you have any further queries on inquisitor. most people will gladly help, i'm sure.

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