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Inquisitor

 Post subject: Inquisitor
PostPosted: Sat May 28, 2005 1:29 am 
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Master Gunner
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This is a message I will post a couple of times in this section for each game because I think that its best that each game is discussed in its own topic.

What experiences have you had with INQUISITOR. The reason I ask is that games like this seem like they have a very limited fan base and so have appeared and then disappeared like a flash, or were top sellers in their day but have now dwindled to the point of non existence.

I would like to pick this game up (or another I have posted about) and so would like to get a general idea about how it plays, what size of game do you think work best? or can it be linked in some way back to Warhammer 40,000 and so used in a campaign?

Any other general thoughts or comments are more than welcome.

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PostPosted: Sat May 28, 2005 9:18 am 
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Unctuous Toady
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I bought the rules when the game first came out.

It wasn't what I expected at all. I didn't like the larger size of the models and the whole rulebook is basically a miniature combat system. Their is almost nothing on running campaigns or creating plots. It gives very very litte background information.

In retrospect I suppose that all of this is okay. Inquisitor was never written for kids or the casual gamer. It was written for people who already knew the 40K background and who could easily create campaigns and scenarios. Heck, I bet many of the players already had campaign ideas in their heads that 40K just never let them play out.

I think that long lasting effects of Inquisitor are that helped Fanatic/Specialist-Games be created. Also it dramatically expanded the complexity and understanding of the 40K universe. Suddenly, everything wasn't so black and white for most gamers. Of course I would argue that if you were paying attention 40K has never been black and white. But many folks seem to miss that. Finally the creation of Inquisitor gave rise to the new Codex Daemon Hunters, Codex Witchhunters, and in the future Codex Xenos. These rules introduced a whole bunch of new 28mm minis to the game. Which is one thing that I had wanted Inquisitor to do from the get go.

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PostPosted: Mon May 30, 2005 12:44 am 
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The bigest problem with Inquisitor is that the rules are terrible, and the bigest failing point of the terrible rules is that there is no, even semi-accountable, points system to keep track of what things are worth.

The game is a good idea, and the book itself is quite pretty and interesting to read (in parts), but all it is is a poorly written 1/35th scale skirmish game.
If it actually included all the necessary elements to be a role-playing game or role-playing skirmish game, then it wouldn't be as useless as it is.


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PostPosted: Mon May 30, 2005 1:08 am 
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i downloaded it and printed it. gave it a go couple of times.

like 4 scouts ambushing the 2 orks during lunch and bank robbery with 5 necro gangers, apv and 8 police in apc.

well generaly i like simplicity and openmindness, but back in the early nineties when i used to roleplay a bit i spend hours over some ubercomplicated character generation rules. i remember stats ranging 0-1000, modifiers such as +1/10, +1/20/ -1/2.

such detail has a very 80's feeling. inquisitor reminded me of those old rpg.
the only thing i never really liked was initiative. if you don't roll 4+ you do nothing. hopefully it was fixed after some player response. now you have a minimum 1 action per turn. so you always manage to reload few bullets to your shotgun or hide etc.

book was plasant to read, i must say.

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PostPosted: Mon May 30, 2005 6:59 am 
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Like Truckler, I purchased Inquisitor a few days after it's release. I read the book, walked back to the store and returned it. They kept trying to tell players that Inquisitor would be a new form of wargaming - stories instead of bland combat. In my mind, it was just an overly complicated skirmish game, and we'd already had a perfect skirmish game known as 'Necromunda.'

If they had concentrated on storytelling rather than rules, the game might have been more interesting and unique.


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PostPosted: Mon May 30, 2005 11:08 am 
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LOL - Lost_Heretic

I think that game would have been much better with a 28mm scale and less detailed rules. It you are going to have a game master then they can add the extra details. Also the highly detailed rules eliminate the 'fudge factor' where game master can take liberties with things to keep the campaign going.

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PostPosted: Tue May 31, 2005 8:33 am 
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scale was irrelevant. game used yards for all ranges and yard could be anything you wish.

it's theoretically possible to use spawn figures.

i used my 40k models. no problem.

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PostPosted: Tue May 31, 2005 8:48 am 
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space marine could run into the building through a brick wall.

i remeber how disatrous were boltgun shells used against some civilians. limbs were flying all over.

general feeling to this game was it gave you the feeling of bullet time. as you could see the most spectacular actions in slo-mo. empty shells 'floating' through the air, models blown off their feet.

i liked the idea with stances and different movement types (sneak, sprint)

it must be clearly said that rules weren't suited for competitive play. and with additional 200 pages they would stand as rpg rules. yep the book seemed somewhat incomplete.

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PostPosted: Fri Jun 03, 2005 7:10 am 
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I think you are missing the idea behind the game. Although i have never played it, i have looked over the rules a couple of times and run through some scenarios in my head a couple of times, made several gangs on army builder and very recently brought about 15 or more models off ebay. I like the whole idea in embrio, as in it's super detailed and runs around a story or dm's idea as apposed to set rules or gaming sequences. It's definately not necromunda but besides necro what is... I have enough models now to make at least 4 gangs including 3 space marines (and more to come). I just think that the scale is cool for the Individual characters! You'd have a hard time getting that kind of individuality into 40k scale! Remember it's about "telling a story", not winning or "kicking arse".

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PostPosted: Wed Jul 13, 2005 2:32 pm 
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Personally, I really like Inquisitor. I have also not had a chance to play it. I'm sure the rules are absolutly terrible, but from what I've read, it is do-able. I've read a number of sites and groups that are trying to adapt the rules for more of a roleplaying feel. I'd like to see this, where you can work a story for a while, and maybe run a miniature combat or 2 (this is a GW game), and continue on with the game.

I personally like the larger miniatures, as ther look realy nice when done up, and it produces a really nice challange for converting. My converting and modelling skills have gotten better since I started on Inquisiotr models. One thing I actually enjoy is the limited bitz range. It convinces you to get really creative with conversions.

I also enjoy the idea of playing in 40k's universe, rather than on the battlefield. There is a lot to the universe besides what is seen on the battlefield, and it is interesting to have the chance at playing just some guy, as opposed to some hulking brute in power armor (and yes, I do play Space Marines in 40k).


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PostPosted: Wed Jul 13, 2005 9:17 pm 
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We had a ton of fun with it, but it requires a creative GM. We used 28mm figures though, as we had tons of them, as well as terrain


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PostPosted: Sun Jul 31, 2005 8:40 pm 
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I HATED this game. The rules sucked, the overly large $25 models blew, and it just wasn't fun. Just another one of GW's failed attempts at wallet raping gamers. :roll:

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PostPosted: Sun Jul 31, 2005 11:58 pm 
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I played my first game of Inquisitor today. Didn't like the game. It was long, drawn out, confusing, and it was dull. Well that last one could have been because I lost... I only shot once and it missed :cry: My opponent got at least two head shots... :longshot :fullauto


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PostPosted: Sat Oct 01, 2005 6:53 pm 
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You see, your missing the whole point, i think inquisitor isn't about winning or loosing. If your into killing your opponants head off, go play 40k! This game is more about the story. About a band of dudes having a wonderful adventure. You are gonna need a good DM for this game though as the rules are not haard and fast so an unbiased interpreter is needed. :guns02

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PostPosted: Sat Oct 22, 2005 7:06 am 
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I like this game a lot. I find the rules are exactly as detailed as they need to be, and if you don't like some of them you can change it anyway. It strikes a balance between a Necro-style skirmish game and a complex D&D-style rpg. It's supposed to be creative, not competitive. If you want an evenly-balanced game where it matters who 'wins', you can play 40k. I personally find 40k exceptionally boring to play.


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