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Inquisitor players?


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The new Kill Team game me a strange impulse to see how it stacks up to one of the oldest/most detailed skirmish rule sets around: Inquisitor. 

 

I am currently in the process of learning/designing a solo scenario for myself to try out the rules, and it honestly seems pretty cool!  I can see some of the origins of the FFG rules here, and I understand that Inquisitor is somewhat built off of warhammer fantasy roleplay's rules. 

 

Has anyone here actually run the game Inquisitor before in any context?  I don't mean "inquisimunda" or any of the "28" spinoff indie rulesets.

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My brother and I got into way back when it was launched and ended up with most of the models between us (between birthdays and xmas'). Where everything fell down was the larger scale of scenery needed, and being teens we didn't have the finances to build / buy it.

 

We did however have a 1v1 where w both took a Brother Artemis. Lacking a GM we each wrote down our actions and revealed them to each other to add an element of surprise. It was a great game, that ended with a draw in close combat, as after a round or two we both independently decided our finishing blows to be head-butts, resulting in each of us knocking the other out. Man we laughed about that for days.

 

The scope of what's possible in the ruleset is great, and wish I'd had the chance to play it properly. These days with the accessibility of 3D printers for the terrain, maybe I can convince a friend or two to give it a go.

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After playing a couple of times with 28mm models from 40k and Necromunda my friends and I concluded it was a great combat system looking for a tabetop roleplaying game. So we played it as a TTRPG with a GM and one character per player for a few years.
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I've flicked through a PDF of the rules and I have to say, it's an intriguing system. The fact it's easy enough to scale down to 28mm is nice and the sheer open-ness of it with regards to creating characters is great. It's the exact opposite of a lot of modern GW games in that there is no hamstringing of creativity with "No model, no rules" (the existing models were only supposed to be a starting point IIRC with the expectation you'd convert your own) or excessive attempts at balancing (the rules intro stating "there are no points values or FOC, use common sense when creating a warband"). I dunno, I miss that kind of simulationist-heavy system nowadays where the emphasis was very much on "What would happen if" rather than "No items, Fox only, Final Destination".

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I have ran and played a few games with 28 mm models. The game promises much and fails to deliver in pretty much everything beyond the book's amazing thematic gravitas. It is clunky in a multitude of ways that obstruct intuitively flowing gameplay while having an identity crisis of being some sort of outsider art piece for roleplaying made by a person who has never touched a roleplaying game in a deconstructive way. The game design is rather abhorrent in the lovely "muh OC don't steal" vein where we spend hours working on a character that gets their head blasted in by a lucky shot in the first minute. Nothing wrong with the latter, I do love me some proper stakes in my combat simulation, but for that you don't really need all that many nuts and bolts of pure chrome over substance.

 

Despite this, it is a lovely artifact. Full of ambition and heart, stumbling head first into inane details and rabbit holes of meaningless illusionary choices, but still managing to strum enough right beats in it to create an urge to salvage it. There is a good game somewhere in it, if one prunes most of it off and enforces heavy referee fiat during the game and off-game campaigning that ties it together. You must love collective storytelling and stylized faffing over the act itself to enjoy it, as that's where it excels. Mechanicswise, no, just use some proper skirmishing rules instead if you aren't irredeemably in love with the feeling the book imparts on you.

Edited by Brother Tyler
Profanity is profanity, even when turned into an acronym.
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