Okay...
So I have run my first session where the players basically went through a "pre-story" on how Rank 5-6 acolytes somehow get kidnapped without anyone noticing (other senior acolytes, other arbites and even folks at the Collegium for the psycher) by an enemy organisation... It took more time convincing them I wasnt faking rolls just to get them captured (and they spent all their fate points to re-roll poison checks and the like) and it ended up in such a major and escalating battle that I doubt subsequent encounters in the actual story will offer more thrill!
Still, we moved on into the red cages... and then reached vault 13 (where they started talking, and I dont blame them, about Fallout). And by now slowly the psycher in the group has regained his powers and the heavily modified rank 6 adept manages to fix his implants.
Enter the dieing Inquisitor...
How did your players respond to this obviously railroading and annoying encounter? Cause I can see what a fuss it will create in my "rules as written" group when I tell them "nop sorry, you cant use your Master Chirurgeon skills mister Adept, nor can you use Mend Wounds misters Psycher, he is just beyond help".
I mean come on! Give the poor GM something to make his life easier! What sort of player accepts "he gives you all the clues and then dies and there is nothing you can do" kind of plot? Perhaps an MMORPG player but not any serious RPGer!
So any ideas from the rest of the community how did you handle it/how would you handle it?
So far I have only thought of one viable solution. The Inquisitor is already dead and perhaps a captive slaver who was present in the interogation tells them the truth after being tortured/interrogated. Or perhaps there is a recording in the Viewing Room. The problem here is why would the PC's believe that a full group of Acolyte AND an Inquisitor got captured so easily... ambuss or no ambuss it still stinks!