1. Not everyone has useful information, underlings in particular might only know enough to perform their specific role/job (which might be useful, but not necessarily obviously so).
2. Use the interrogation as an opportunity to feed disinformation to the party. The interviewee might lie, or might truly believe factually incorrect information.
3. Zealots or trained intelligence agents might be able withstand torture or commit suicide.
4. Escape or negotiate freedom and/or payment. It can be supprising difficult to secure prisoners out in the wild or behind enemy lines. Enter side quest hooks, recurring antagonists, comic relief, etc.
5. Handwave some insignificant and/or plot armored interrogations (some so they do not apply an extortionate amount of significance to the ones that are roleplayed out).
6. Healing, the retrieval of fallen allies, revenge and the taking of prisoners are not exclusive to PC's.
2. Use the interrogation as an opportunity to feed disinformation to the party. The interviewee might lie, or might truly believe factually incorrect information.
3. Zealots or trained intelligence agents might be able withstand torture or commit suicide.
4. Escape or negotiate freedom and/or payment. It can be supprising difficult to secure prisoners out in the wild or behind enemy lines. Enter side quest hooks, recurring antagonists, comic relief, etc.
5. Handwave some insignificant and/or plot armored interrogations (some so they do not apply an extortionate amount of significance to the ones that are roleplayed out).
6. Healing, the retrieval of fallen allies, revenge and the taking of prisoners are not exclusive to PC's.