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What do YOUR players do with captured prisoners?
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garhkal
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PostPosted: Wed Jun 11, 2025 1:00 am    Post subject: What do YOUR players do with captured prisoners? Reply with quote

The thread title says it all.. What do your players do, when they capture enemy prisoners, whether imperials, mercs, or the like?
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ThrorII
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PostPosted: Wed Jun 11, 2025 2:17 am    Post subject: Reply with quote

My game was run for my teens and their teen friends. So I had a social contract with them: If you, for example, knock out an Imperial guard and shove him in a closet or such, he is defeated. You don't need to kill him.

But then I run more cinematic-type games.
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raithyn
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PostPosted: Wed Jun 11, 2025 7:52 am    Post subject: Reply with quote

Like ThrorII, I run cinematic games. My players are usually adults but I've had all the way down to 2nd grade kids. (I highly recommend playing with elementary school kids but do know if the kids' mother is playing, she's going to get frustrated at their lack of tactics and potentially rage quit when they "solve" a diplomatic dispute with a thermal detonator.)

Tie 'em up and shove 'em in a closet is standard. Tie them to a chair and question them without any form of "enhanced interrogation techniques" is acceptable. Hand them over to the authorities (Republic forces in the Old Republic era, rebel leadership in the OT era, etc.) is fine too but much rarer in my experience.
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FVBonura
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PostPosted: Wed Jun 11, 2025 9:33 am    Post subject: Reply with quote

Prisoners are wonderful tools for storytelling. "Storytelling" is code for "Trouble" in my campaign. Wink

My player's know this all too well, and try to pass off prisoners to the most profitable/advantageous organization as fast as possible. Escapes, sabotage, prisoners that are sick, prisoners falling in love with their captors, are but a few wrenches I can throw at the players for my amusement.

My players try to play both sides. They often hand over the bad guys to the Rebellion but have helped the Imperials find troublemakers to keep up appearances.

My group just finished "Slaver's Chains" (SHADIS Magazine 28) and part of the mission was to make the Empire look bad by having a Rebel group take out a slave ring the Empire could not be bothered with (The Imperial Governor of the Elrood Sector was buying slaves for his own agenda). The point of this scenario was to capture some of the slavers for anti-Imperial propaganda so the players dropped the slavers off for Rebel processing on Entooine for a deep freeze on the ice planet till Rebel Command could transfer them.

On the other hand, I once had an RPG group called "No Survivors", and you can guess at their M.O. Very Happy
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Last edited by FVBonura on Wed Jun 11, 2025 6:11 pm; edited 1 time in total
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pakman
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PostPosted: Wed Jun 11, 2025 10:06 am    Post subject: Reply with quote

Depends on the game - some are more heroic - some more gritty.

A lot of personal player perspective can come into play here as well.

From a GM perspective - all the previous comments about plot and story are indeed in play - the impact to the characters and their relationship with the dark side.

In our dark side house rules - (which is more a evil score for non-force users) - how you objectively treat prisoners is one of the metrics.
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garhkal
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Wed Jun 11, 2025 4:19 pm    Post subject: Reply with quote

ThrorII wrote:
My game was run for my teens and their teen friends. So I had a social contract with them: If you, for example, knock out an Imperial guard and shove him in a closet or such, he is defeated. You don't need to kill him.

But then I run more cinematic-type games.


Heck i;ve had some whod just leave them knocked out (or rarely mortally wounded) and that was it.. They just left.

FVBonura wrote:

My group just finished "Slaver's Chains" (SHADIS Magazine 28) and part of the mission was to make the Empire look bad by having a Rebel group take out a slave ring the Empire could not be bothered with (The Imperial Governor of the Elrood Sector was buying slaves for his own agenda). The point of this scenario was to capture some of the slavers for anti-Imperial propaganda so the players dropped the slavers off for Rebel processing on Entooine for a deep freeze on the ice planet till Rebel Command could transfer them.

On the other hand, I once had an RPG group called "No Survivors", and you can guess at their M.O. Very Happy


That sounds like it was a blast, seeing them work..
And yea, i too have had some players in the "no survivors" camp..

pakman wrote:

In our dark side house rules - (which is more a evil score for non-force users) - how you objectively treat prisoners is one of the metrics.


True that. As i often tell pcs in other games (especially AD&D), how YOU treat prisoners, is generally how YOU can expect to be treated by enemies who capture YOU.
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