Zwan1One wrote:INQ28 seems to be a mash if necromunda and inquisitor plus some other bits and pieces.
You seem to be confusing INQ28 and Inquisimunda.
The former is Inquisitor played with 28mm miniatures, usually using a scale of half inches or centimetres for each "yard" in the game (whereas the 54mm version uses one inch per yard). The ruleset is otherwise unmodified.
Inquisimunda... well, I can't tell you exactly what it is, as it exists in a number of different versions. Some are actual hybrids of Inquisitor and Necromunda. Others are basically just alternative gang lists for Necromunda such that the players are agents/enemies of the holy Ordos rather than rival gangs.
This is, to some extent, why I prefer using the name "28mm Inquisitor", as it's more clearly descriptive.
soulcow wrote:So before I start reading the inquisitor rulebook too, can anyone tell me some more about the real game experience? At the moment I think the games aren't called 'specialist' for no reason

I shall have to quote PrecinctOmega on this one:
Inquisitor is a wargame with the brakes off : a bare-back, whiteknuckle ride that takes all the bits you like best about tabletop wargames (the rich context, the dark themes, the shock of conflict) and roleplay games (colourful individuals, the fate of the galaxy hanging by a thread, sudden changes of personal fortune in the time it takes to pull a trigger) and throws them into a single package. It's like a cooperative novel and a competitive action movie rolled up into one thing. It's wargaming for poets. It's falling to your knees in a sea of corpses, an empty stubber in one hand and a bloody chainsword in the other, screaming "If this is heresy, it feels SO GOOD!"
It is however a little bit of an acquired taste and relies on being a co-operative gaming experience - not in that the characters have to work together (although that can happen), but that players have to approach the game with the intention that "winning" is entirely secondary to everyone enjoying the game.
Character creation is a truly sandbox experience, making it quite possible to bring along outrageous individuals... but most people don't find playing against abominations fun and playing with them is about as hollow as winning a
WH40K game because you went three times over the points limit. It also often results in an arms race where everyone keeps upgrading to beat each other, breaks the game system and everyone walks away saying rude things about the rules.
Most veteran Inquisitor players have taken to playing less powerful characters than those portrayed in the rulebook - if everyone's less formidable, it all still evens out and actually improves the game tension; after all, if a character has a 55% chance of making a crucial shot, it's naturally more tense than if they have an 85% chance.
So, it does need the right mindset.
Put another way, Inquisitor is the last five minutes of an improv action movie. The players are the actors, their characters are their roles, the Gamesmaster is the director/scene setter and all the people around the table are trying to make this last climax something to behold. Not only for the thrilling heroics, but also the moral conflicts and the personalities involved.
So, an unusual gaming experience, but it can be a very rewarding one.