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<blockquote data-quote="John Dallman" data-source="post: 8069681" data-attributes="member: 6999616"><p>In the occult WWII game, prisoners are a valuable source of information. We've sometimes mounted short missions just to catch one. The most interesting ones are a married couple of German secret agents whom we've had a series of interactions with:</p><ol> <li data-xf-list-type="ol">We first met them in Liverpool, when they, and us, were hunting a different country's secret agents who were using dangerously irresponsible magic that threatened to damage reality. They surrendered and helped us, because we were in full agreement about the immediate mission. We left them locked in a police station, from which they escaped neatly and without harming anyone. We couldn't really take that personally. </li> <li data-xf-list-type="ol">We met them again when they'd stolen important plans and we'd tracked them down. They surrendered when they saw it was us, loaded for bear. </li> <li data-xf-list-type="ol">We got to question them properly this time, and learned a great deal about werewolves (the wife, the husband is a magician). We sent them to our prison for magicians, which could hold them, and has reasonable POW conditions. We didn't learn very much about German magicians, but a few useful things. </li> <li data-xf-list-type="ol">Nine months later, we presented the husband with comprehensive evidence that his fellows back in Germany were using demons and human sacrifice. He was much more forthcoming now, and told us a lot, distinguishing between what he knows and what he can deduce. We haven't <em>turned</em> him, but he now definitely distinguishes between the interest of Germany and the Nazis, and we can work with that. </li> </ol><p>Making full use of prisoners takes time: these interactions were mixed in with a lot of other play, over four years of real time and two years of game time. There's been a degree of respect on both sides: we're in the same business and we'll play the game fairly if they they will.</p></blockquote><p></p>
[QUOTE="John Dallman, post: 8069681, member: 6999616"] In the occult WWII game, prisoners are a valuable source of information. We've sometimes mounted short missions just to catch one. The most interesting ones are a married couple of German secret agents whom we've had a series of interactions with: [LIST=1] [*]We first met them in Liverpool, when they, and us, were hunting a different country's secret agents who were using dangerously irresponsible magic that threatened to damage reality. They surrendered and helped us, because we were in full agreement about the immediate mission. We left them locked in a police station, from which they escaped neatly and without harming anyone. We couldn't really take that personally. [*]We met them again when they'd stolen important plans and we'd tracked them down. They surrendered when they saw it was us, loaded for bear. [*]We got to question them properly this time, and learned a great deal about werewolves (the wife, the husband is a magician). We sent them to our prison for magicians, which could hold them, and has reasonable POW conditions. We didn't learn very much about German magicians, but a few useful things. [*]Nine months later, we presented the husband with comprehensive evidence that his fellows back in Germany were using demons and human sacrifice. He was much more forthcoming now, and told us a lot, distinguishing between what he knows and what he can deduce. We haven't [I]turned[/I] him, but he now definitely distinguishes between the interest of Germany and the Nazis, and we can work with that. [/LIST] Making full use of prisoners takes time: these interactions were mixed in with a lot of other play, over four years of real time and two years of game time. There's been a degree of respect on both sides: we're in the same business and we'll play the game fairly if they they will. [/QUOTE]
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