Several weeks later, I am still playing in and enjoying the WW2-based roleplaying game. Our characters are deep in occupied France, ahead of Patton and Montgomery's lines, clandestinely chasing down our targets through Paris and, inevitably, Germany and Berlin. Its a gritty game, the odds are stacked against us, we're outnumbered, we're outgunned, and our small field team has already taken serious casualties.
The thing I like best about the game is the espionage elements, the underdogs elements. In fourth edition Dungeons And Dragons, you can feel like video-game characters or superhero characters, charging in and firing off multiple powers and letting your hit-points absorb it. Here, we don't want to be fighting if we can, because we're almost always horribly outnumbered. We don't want to charge in, because that's a sure-fire way to get permanently maimed. We don't want to single-handedly end World War 2 and save the world... because we can't. We're half-a-dozen guys surrounded by the entire German army; we're lucky if we can get in and out of a city alive.
I've been continuing my "historical document" project, following our in-game progress by creating letters, memos, notices, etc from the period. I'm enjoying putting them together, always trying to make it third- or fourth-hand accounts. It allows me to add some fiction around the game without worrying about interfering with the plot, the players' characters, the GM's plans or NPCs, etc.
I welcome you to read all five documents online so far. I am planning on doing more, including some "background" documents that may set up the players' character (assuming I can get their permission to do so, and possibly some contributions).