THE MADNESS OF CROWDS


Simple NPC rules for The Rules with No Name

These rules are totally unofficial, and are not endorsed by Bryan Ansell who hasn't even seen some of them. They are just suggestions by various players. (Any comments in blue italics are mine.)

THE MADNESS OF CROWDS by Walter O'Hara (Burke, VA. USA)

I put Non Player Character (NPC) townsmen all over my games, based on the principle that that the primary inhabitants of the Wild West were NOT a pack of homicidal gunmen--instead, they were a pack of law-abiding citizens not unlike you or me (albeit maybe a little more heavily armed). Place the figures on the table in logical positions (the undertaker in front of the Funeral Parlor, the floozies in the Saloon, the bartender behind the bar, etc.). Leave them undisturbed throughout the game unless the following conditions are met:

The NPC figure was within 3" of gunfire.

The NPC figure was within 5" of gunfire involving the town's law enforcement personnel (i.e., the Sherrif).

The NPC figure touches bases with a figure being controlled by a player NOT on the side of Law and Order.

If one of these conditions are met, the NPC activates in the Action Deck (a blank NPC card is added to the Action Deck, the player's name is hastily scribbled on it and the deck is shuffled immediately). 99% of NPCs are Citizens, so they will move and act accordingly. Once the NPC's card is drawn, roll 2d6 on the following table:

Die Result Reaction
2-8 I'm Outta Here! (NPC moves away from action in a straight line for 2D6 worth of movement, per turn, until they are in a position to hide)
9 Hey, you can't push me around like that! (NPC attempts to Melee Combat with improvised weapons)
10 Just building up muh courage. NPC attempts to attack from the rear or side of the offending player.
11 Oh yeah? Take THAT!! (NPC takes a shot (if armed) or advances on the figure to enter into Melee Combat.
12 Hey, this looks interesting count me in! NPC joins in the fight on the side of the Perpetrator.

NPCs are active for as long as they are within site of the character that triggered them (with the exception of the "12" result, in which case the character is permanently active for the rest of the game). Once a character manages to hide from "the action" as it were, for an entire round, he or she regains their former unmoving status. Players who initiate combat will stay locked in that combat until it is resolved, but will not seek further glory--once the combat resolves (and in the unlikely event they are alive), they will attempt to deactivate by leaving the premises as fast as possible. Once a NPC deactivates, remove their card from the deck the next time it is drawn.

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Last Updated Feb 1, 2003 by Tim Peterson