INQ28 Campaign anyone?

Which August weekend can you do?


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You could also consider using kill team rules for this. Insanity and corruption would make decent additions to the “resources” that the base game has (with house rules for what each resource does for you).

Can’t travel oop North but will be watching this to see what you all do!
 
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i like the idea of 3 long tables for a whole weekend. center table is the main level of the ship (or mines). table to the left would be upper levels and table to the right would be lower levels of the ship (or mines). each would have clearly marked access points to go up or down levels. with the right gear (multimelta or lascannons) you could make new ones.

and the side tables don’t have to be continuous. there could be three completely separate upper levels: rear battery, bridge, forward battery. and three separate lower sections: engine room, cargo hold, torpedo bays.
 
If we blast this out across 1 day and use inquisitor rules, how many games do you think we need for a campaign? I'm thinking 3 or four.

THE DAY AS IT STANDS IN MY HEAD.

Two teams of three or four players using two characters each. The sides are those loyal to the Emperor and those who are not. Agents of chaos wish to ferment rebellion and open portals for daemons, the emperors lackeys... I mean, people want to stop this from happening.

Scenario 1, upset with a recent string of brutal, ritualistic murders the townsfolk amass outside the colony regents House in protest. Sides will be tasked with causing/stopping a riot and then both will need to escape.

Scenario 2, seeking to whip up/quell the burgeoning rebellion the opposing factions must attempt to take over a communications relay. This will be used to broadcast propaganda about the old gods that kept people safe before the Imperium/how only his divine light can save us in this trying time.

Scenario 3, depending on how things have gone up to this point it will be a case of either fleeing a planet on the brink of a full warp incursion or hunting the traitors into the depths of the mines to murk them.

Again, this is not a dictate. Feel free to suggest anything else. Rival Ad Mech explorators hunting a desert for tech? A jousting tournament on a feudal world? Xenos fleeing a house nobles zoo?

Those last two were meant to be making a point that you can suggest anything but are starting to grow on me.
 
those are cool ideas, but the derelict hulk or stranded starship really sound cool to me. (as someone stuck on the wrong side of the globe)
 
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As a long time Inquisitor player (usually 54mm, as I feel the detailed rules suit a larger scale. But I do have 28mm models too) I would definitely be interested in this.

I've taken part in a number of campaign days over the last few tears and they usually consist of 3 or 4 games (depending on how long the venue is open for). A fairly standard format seems to be some sort of initial encounter/investigation game to try ahd find out whats going on. Then a second and possibly third mission centered around gaining deeper information, or foiling an initial plot, or gaining allies (usually several different options depending on how well you did in the previous mission). Then we usually have some sort of finale battle which may take place on one table with everyone represented (can get confusing), or on multiple tables with different objectives.

Games usually come to a conclusion (of some sort) in about an 1 1/2 hrs, although that may depend on how experienced your players and GMs are.

For teams I'd recommend one main character and two sidekicks per player, per game, with 3 to 4 players per table. Any more than that and it'll get slow.

Another thing to remember about inquisitor is that it's a lot greyer than most of 40k. So is less just empire vs chaos, but has many shades to it with some inquisitors wanting to use the heretics in some convoluted plan to strengthen the empire through adversity or whatever, so I'd suggest not making things too ridgid in terms of sides as people might have their own ideas.
 
As a long time Inquisitor player (usually 54mm, as I feel the detailed rules suit a larger scale. But I do have 28mm models too) I would definitely be interested in this.

I've taken part in a number of campaign days over the last few tears and they usually consist of 3 or 4 games (depending on how long the venue is open for). A fairly standard format seems to be some sort of initial encounter/investigation game to try ahd find out whats going on. Then a second and possibly third mission centered around gaining deeper information, or foiling an initial plot, or gaining allies (usually several different options depending on how well you did in the previous mission). Then we usually have some sort of finale battle which may take place on one table with everyone represented (can get confusing), or on multiple tables with different objectives.

Games usually come to a conclusion (of some sort) in about an 1 1/2 hrs, although that may depend on how experienced your players and GMs are.

For teams I'd recommend one main character and two sidekicks per player, per game, with 3 to 4 players per table. Any more than that and it'll get slow.

Another thing to remember about inquisitor is that it's a lot greyer than most of 40k. So is less just empire vs chaos, but has many shades to it with some inquisitors wanting to use the heretics in some convoluted plan to strengthen the empire through adversity or whatever, so I'd suggest not making things too ridgid in terms of sides as people might have their own ideas.

What corner of the galaxy would you be interested in exploring? I've started thinking something involving vehicles would be fun.
 
Vehicles can definitely add an extra dimension to games. We've had all sorts in our campaign from Rhinos to Sentinels and even a Valkyrie. One particularly memorable finale took place on a huge land train using the gorkamorka rolling road rules.

Normally our games take place in the Carthax sector https://carthax.fandom.com/wiki/Carthax_Wiki
But creating something new is always fun too.
 
Don’t know if there’s a correct way of doing it, but how Iv worked it so far is by grabbing afew Yaks who are keen, working a rough idea of when you are all available, see if anyone else wants to join in, then find a venue to suit!
I have always been super dooper flexible with how far I have been willing to travel, so I guess the first question might be ‘is anyone willing to travel to the north east, on X month 2020, for a narrative driven inquisimunda campaign?’
Then from numbers/commitment you can work out a very loose budget and find a venue that is good for your needs!(access/size/affordability)
TribeMeet Scotland almost never happened due to a lack of interest leading to unaffordable suitable venues, but Mega Yak Stoof saved the day by volunteering his Giant Spider Cave! And despite only three Yaks in attendance, it still had that special Yakmeet flavour and was an awesome weekend!
 
Hey all! Long time lurker and friend of @prewarsalad being encouraged (read: kicked via the internet) to join in with this.

Firstly, this sounds like an awesome idea! It's been ages since I've played Inquisitor and I've wanted to do a proper narrative-focused weekend of it for yonks.

Some musings and ideas setting-wise (which are obviously only suggestions):

At the moment a horror-survival theme seems to be grabbing people here. I think that works especially well for Inquisitor as you can explore the side of the 40k universe where's its not a power fantasy with all the resources you need whenever you like it. To that end, the main story problem in horror is "why can't our characters just turn around and leave/why go into the haunted mansion in the first place?". As a suggestion, here's what popped into my head when I read your awesome ideas:

Our characters are all scattered across the galaxy. Maybe they have ties with each other as rivals/comrades/enemies, maybe they don't. What's important is they all find the shards of a Chaos artefact (which they want to destroy/cleanse/harness for themselves). As they claim it there's a blinding stream of warp energy that engulfs them and their retinue. They open their eyes to find themselves transported away into the belly of a spacehulk hunting for an escape route - and they're not the only things hunting...

I quite like the idea of a spacehulk over a mine in that spacehulks are really, REALLY weird. In the background, they're more than just big ships - they're the smashed together remains of countless vessels that have been melded together by the warp tides. For gaming purposes this means we could do a huge mismatch of terrain that's linked by twisted wreckage. It also gives us the variety of doing tight corridors and then pockets of open areas that used to be manufactorums or chapels or bio-labs or even weirder stuff from all races. I can totally imagine places in it where the laws of reality are bent by the warp - low/inverted gravity or time loops etc.

For narrative purposes, this gives us a reason why our characters need to press on forwards and explore. I imagine the end scenario being a race to a teleportarium that can send our characters back home but only if they have the shards of the artefact with them. To complicate things, there can be more shards around than all our characters have in their possession. We could have NPCs that have survived in the spacehulk for years waiting for the last shards to arrive and the teleportarium has only just activated when we arrive. They could be anything from Chaos cultists wanting to harness their power to a lone Astra Militarum soldier who's sanity is hanging by a thread. The big roaming threat we could have to avoid could be a horde of degenerate cannibals (using the Flesh-Eater Court models) - men and women of the Imperium that have been driven insane by the warp.

So basics are: normal(ish) retinue thrown into extraordinary place; can't call for backup against huge threat; each have a key (or part of a key) to leaving giving us plenty of opportunities to work together/steal from each other/backstab each other at the last minute.

What do people think?
 
If we go survival horror would we be looking at doing essentially a Co op dungeon crawl? I am certainly not averse to this idea I just can't see it working any other way. Other than being co op, right up until a last minute betrayal.

If it goes that way we'd need to have someone exclusively GMing (again not averse to this idea). Also, ROAMING CANIBALS!!! Yes please.

I love the idea of warp twisted caverns, tentacly walls, rivers of blood etc this was the original plan I had for the campaign.

THE artifact should be a seal of some sort.
 
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If we go survival horror would we be looking at doing essentially a Co op dungeon crawl? I am certainly not averse to this idea I just can't see it working any other way. Other than being co op, right up until a last minute betrayal.

I'd imagined there's multiple small games to start with (1 or two) where we encounter one other team.They'd have a fight or try to get an edge in the final game by salvaging info or tech. In between they'd go off and lick their wounds vowing vengeance or start to help each other. Either way that's when more story-based stuff could happen.
 
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I'd imagined there's multiple small games to start with (1 or two) where we encounter one other team.They'd have a fight or try to get an edge in the final game by salvaging info or tech. In between they'd go off and lick their wounds vowing vengeance or start to help each other. Either way that's when more story-based stuff could happen.

Coolio, 6 sounds like a good number for this set up. Everyone gets one seal.

So 1st game could be three separate games where one warband meets one other warband or 2 games where 3 bands meet. Alliances are formed... Or not. These could take a lot of different forms.

Game 2 could be everyone on one board, separate entrances, in a space-hulk-esque avoid the blips affair (where blips are void cannibals). Clues are found, more alliances forged/broken.

Game 3 could be the survival horror bad boy. Each alliance has to race through x rooms, facing gribblies, puzzles and general horrible chaos shenanigans.

Game 4, race to the door. Again, one big game. Sealed door on one side, our protagonists enter on the other with bonuses to deployment for when you exited the dungeon crawl. Reach the door and open it... or not, depending on how you feel.
 
That idea could work. I have taken part in a similar event where everyone played a single space marine against a chaos cult (which worked well with 5 players).

Couple of things you will want to take into account. How many characters are you intending each player to bring? Too many on the tabletop is going to make the game very slow if you want everyone on the same table. Inquisitor characters can also be surprisingly squishy. It's relatively easy to take a human character out of action or leave them stunned for half the game, which can be a problem ifyou've only got one character. So this kind of event probably works best with space marine level characters who can take a lot of punishment (if you want only a single model each). The other issue with only having a single character is the action dice system, a couple of turns only getting your mandatory single action can leave you waiting a long time before your character gets a chance to do anything again. This can get quite dull if there are a lot of players with some players getting a bit bored because they're not in the action.

You will also need to use a simplified system for any grunts/cannon fodder. Using the full inquisitor rules will be far too slow and can make them too hard to kill. I do have some rules we developed over on the Conclave for npcs.

I'd be quite happy to GM this event btw.
 
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