AluminiumWolf said:
And what if some fanboy doesn't want to play their Space Marine as somebodies *****?
I don't think it is all that unlikely that people will want to play their SPACE MARINES, not Dark Heresy losers now, but SPACE MARINES as Masterless Men.
Cause seriously, we are talking about Space Marines here. This isn't a touching portrayal of one womans battle with cancer. This is a Space Marine, who is pretty much intended for juvenile power fantasies. As such, it seems churlish and rather wasteful to try to deny people the fun of playing a steriotypical kill crazed PC, especially when barely restrained psychotic fits so well with Space Marines.
I mean, if you look up Adolescent Power Fantasy in a dictionary there is a picture of a Space Marine.
Now, we can do everything we can to make the game meaningful and deep and ****, but lets not kid ourselves about the kind of experience people want out of playing a SPACE MARINE!
If that works for you, great! Enjoy it. Personally, I prefer to have a bit more to my game than "run around, shoot, repeat." If you take out any meaningful roleplay, you might as well be playing the tabletop game. Just change the rules so SMs are unstoppable killing machines and you're good to go.
So far, the Inquisition in my game has mostly consisted of Inquisitor Quist. She's been in a number of scenarios I've run, from the GM Kit adventure to a modified DH space hulk mission. Missions where she's actually come along (two of them) have taken the form of either the KT's Watch Captain telling the team to follow her lead to the team being asked to assist and protect her while having an entirely independent objective. If a confrontation was to take place between the KT and an Inquisitor, it would be something I'd plan where the two would be at cross purposes because of different intelligence. The obvious solution would be for the two sides to work together to find out what the real situation was. If things still turned hostile, it would definitely cost the team Renown or XP if they started it (especially if they killed the Inquisitor). I'd do that since there would be some way for the team to find another solution, be it a Lore skill or social rolls, and just saying "screw it, we shoot the Inquisitor" wouldn't cut it. If the Inquisitor, for whatever reason, was completely intractable and forced the team's hand it would be because that's what I planned for them, and thus no penalty would hit them.
I see Inquisitors as still human. They're tenacious, aggressive, and likely hard-hearted SOBs (no, not Sisters of Battle) with a ton of resources at hand. That said, they can still suffer from Humanity's flaws. I remember one of the Space Wolves books had an Inquisitor whose actions weren't the most sensible because there was a plague ravaging his home planet that he was trying to stop. Inquisitors can still make mistakes, still be fooled, but I definitely don't see them as bumbling idiots. Their career path is like Space Marine training - the weak and unqualified are weeded out before the end.