What is the best way of handling rpg/plot elements in Inquisimunda?

I'm not looking for much. Investigation elements and interaction with npc characters that shape the direction of the story and campaign. The characters in the war band should have the ability to do what they do. A pilot flies. A tech priest makes and fixes tech. The inquisitor squeezes info and plays the detective a little. I don't want a full role-playing experience just a hint of it. I know Dark Heresy is basically built for that, but do you think that there is a easier way of going about it? Having two games to manage for one plot is a lot and kinda what im trying to avoid. In the original Inquisitor game the character had abilities and could handle an investigation. I was wondering if one of these rules sets favored that or if Inquisimunda already had that in it. Should i be working with Inq28?I really only need to bookend the tabletop games. Beginnings and endings as well as travel time. Very little.
 
There are some plots and scenario stuff being written for V3.0 of imunda. If your group is familiar with necromunda system then that might work well... if you have a GM/very themed story you are trying t otell, you can always just pick off the tables which are the most relevant.

Not full on tests but give a good flavor I think.
 
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Thanks spafe! I cant wait to see 3.0. Im just learning necromunda now. Im coming from this from the modeling side of things. Not sure what system will best suit our needs but we dont want a full on role-playing experience just some flavor that may or may not change the direction. Id like to get locked down with sone system so i can start working on it. i have almost all of the 54mm stuff and game but its really hard to find minis and terrain. 28/32mm is where its kinda at.
 
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I think one very simple way of deciding which system you want to use might be the size of your warband? If you want to play using only 2, 3 or - at a stretch 4 - characters per player (or even just 1 per player for a very RPG-type experience!) then the more detail oriented Inquisitor rules can be great. However, if you want to have larger warbands (of 6/7 or more) then Imunda is probably your best bet?

It also depends whether you're looking for a more 'serious' game or more of a 'beer and snacks with your mates' deal? Inq28 (imho) requires a certain amount of concentration! :D

To be honest, given the greater complexity of the Inq28 rules, if your group is new to the gaming side of things I'd probably stick with Imunda.

That said, if you still want to have a more narrative element in Imunda that's very possible, but there is probably one thing you need more than anything else - a willing GM. Someone who is prepared to work out in advance the missions/campaigns/plot hooks for your players to act out. Once you have an overall storyline, as @spafe said you can create a campaign 'tree' using the existing scenario types from Necro/I-munda e.g. play Game 1, if result is a win for player A, Game 2 is this Scenario, etc, etc...
 
I know Dark Heresy is basically built for that, but do you think that there is a easier way of going about it?

The potential is there, and it's a hell of a tease. I've used my Necromunda and Imunda gangs as basis for Dark Heresy characters, which was great fun, but yes very difficult to 'port' consistently and fairly imo.

I reckon there's one thing you could pinch out of DH though and that's the core mechanic. Stats are out of 100, to test them roll two D10s together to give you a double digit number between 01 and 99. If you've scored under your stat, you've passed that particular test; if you score over you've failed. E.g. Strength 40 needs 40 or less to pass.

Every 10 that you pass or fail by equals one degree of success or failure, so as well as straight success or failure situations, you can also set up tests like:

- Test your strength to see if you can smash the door down
- If you pass by a 20 or more the door falls in taking out the lights with it and the whole place is plunged into darkness
- If you fail by 20 or more the alarm goes off and lasers start shooting you

or whatever. You can also make one door heftier than another door by adding a plus or minus modifier to its test.

So a well-meaning GM, if you've got one of those, could between Imunda games come up with tests like this to cover a range of story situations, taking the Imunda character's stat x 10 and testing it. I would think short snippets of story that just involve a couple of tests being done, with some sort of corresponding reward or story fork, should be doable. You can have characters see if they can bash a door in (S), withstand violence (T), jump around to avoid falling rubble (I), etc.

The only problem there is, Imunda stats don't tell us anything about a character's intelligence, willpower, charisma, learnedness, technical ability, and so on, so we'd struggle with the scenarios you describe:

The characters in the war band should have the ability to do what they do. A pilot flies. A tech priest makes and fixes tech. The inquisitor squeezes info and plays the detective a little.

What you could do is:

- decide before the campaign starts on some extra statistics which will only be used in RPG segments between imunda games
- in this case it would be piloting, technical ability, charisma, and investigation/deduction
- i.e. these extra ones don't get used within Imunda games proper so don't need to be costed or balanced for that
- on creation characters have a bank of points (again, separate to the stash) which they can spend on these RPG stats which are added to their roster

This system could, as you say, bookend the tabletop games.
 
Alternatively, if you want to avoid the use of stats and rolling altogether a GM (or alternating players) could write up a 'choose your own adventurer' style text (but darker obvs) with a range of possible endings and present those choices to the player between games. So an inquisitor has to choose whether to torture captives or not, leading to different outcomes; the drop team leader decides whether he presses ahead or waits for more supplies and intel, etc. The different endings that may be arrived at then have some sort of impact on the next game that is played.

There again there's the option of a GM with his own 'warbands' so that random encounters could be worked out using Imunda rules. Suppose an ordo xenos radical inquisitor is sniffing around a feral world to find the eldar scouting party and question them, before his puritan rival exterminates them - that would be your three players in the campaign, and the GM could come up with warbands consisting of various beasts and savages or interfering PDF forces or pirates, etc etc, and inflict them on the players between games.
 
Bubbleunder99 that sounds exactly along the lines im thinking about. GM or player who controls the plot sets up 'warbands' as per a plot. secondary stat line is a must. Percentile system is just like Inquisitor original ,so it would prob port right over. Just have to figure up those plots and have some kind of outcome tree to see where they are going.
 
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I'm interested in this as well, and was thinking about the secondary stat line proposed.
Really all the physical attributes can be represented with whats already there right?
I used be into all kinds of RPGs in high school and thru university everything from AD&D, Twilight 2000, Cyberpunk 2020, Judge Dredd etc.

It's very rare that you get a player that's into it enough to act out his or her Intelligence or Charisma score etc. Every DM a whole group of 1st level Half-Orc Thieves? Yeah...that didn't last long.
Just let the players use their own intelligence and wisdom to figure out the RPG elements, puzzles, clues or however you set the scenario. Essentially I guess I'm saying the same as Bubbleunder99 mention and choose your own adventure.
 
What you could do is:

- decide before the campaign starts on some extra statistics which will only be used in RPG segments between imunda games
- in this case it would be piloting, technical ability, charisma, and investigation/deduction
- i.e. these extra ones don't get used within Imunda games proper so don't need to be costed or balanced for that
- on creation characters have a bank of points (again, separate to the stash) which they can spend on these RPG stats which are added to their roster

This system could, as you say, bookend the tabletop games.

I've just re-read this thread, having forgotten about it. This idea is very similar to some thoughts I proposed in the Warband creation thread, the main difference being that I envisage this having some applicability within the tabletop games so the GM can include RPGy elements in their scenarios. The other similar thought I had was to allow for less/non-combat oriented leaders (via a "Thinker, not a Fighter" mechanic).

Having enjoyed playing Inq28 for the first time last year, I'd be keen to incorporate elements of it in the more streamlined (& higher model count) Inquisimunda.
 
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