Monster, Monster, Come to My Door; for I've Rigged It with Unstable Explosives and Am Loading My Shotgun as I Wait for You.
I was discussing villagers the other night with a friend of mine when she made the comment that the villagers in every book, movie, and game are just faceless masses waiting for their own destruction at the hands of the latest bad guy to pick up a rock and think that blood is a pretty color and should be used to paint a room with because no one ever considers the way that people actually act when they get scared. It's too difficult to imagine that we pick up guns and start shooting every mother fucker who happens to poke his head in our window.
She's not wrong.
Think about the games you run for a minute. When do the villagers pick up the torches and pitchforks? Do they do it once there's enough to get them scared? Or do they wait until things have really moved beyond the threshold of reasonable action? Do they ever do anything more than run away and die?
For a long time my villagers did nothing more than run and die (perhaps I was too busy concentrating on making sure that my bad guys lived long enough to be more than a footnote in the game's play). What turned me about on that noise was realizing that the people I lived around - men and women from a rural, mountain community - wouldn't act that way. They would have started shooting the monsters in their stupid, fucking faces for getting too close to their stills and meth labs. They would have picked up ball bats, axes, Bowie knives, pipe bombs, and every gun they could get their hands on and fucked up some monstrous creatures' days; and that might sound like a stretch to you but consider this: we have coyotes, bears, mountain lions, wild dogs, and all manner of rabid animals. When they get a bit too aggressive the people in my home town will kill every last one of them and drive down Main Street with the carcass tied across the hood of a pick-up truck while bitching that there was only one to kill. I know, animals are different from people. Except that they're not really treated all that differently in this area as I know old women who have incapacitated rapists that had intended to kill them by twisting their balls in different directions (when asked she said it was because she wanted to hear him scream); gangs of baseball bat wielding vigilantes searching for the sons-of-bitches that murdered some cats on an out of the way highway; and a group of twenty angry women armed with knives searching for the boy who raped one of their friends so they could cut his dick off and shove it up his ass (the cops caught him first for those wondering).
This community isn't an aberration in our reactions. I can pick up a copy of the Atlanta Journal-Constitution and read news stories about vengeance murders, gang attacks, posses formed to ferret out fugitives, and hunters killing wild animals. If it's something that happens in communities large and small then why isn't it happening in your home games?
My initial answer to that last question was that I wanted the players to be the stars of the show. After all, the game is about their adventures not a bunch of corn gobblers from a village that only the five of us know the name of and that I'll be the only one to remember. Only that's really a bullshit answer. See your villagers aren't suddenly becoming the main attraction of the story by reacting to the events in the game; instead they're becoming a catalyst that will help propel the players forward. While absolutely true that some of the villagers are going to be running for their lives you're also going to be having armed groups of regular people turning back towards the danger to try and stop it. Bringing these cats who are fighting rather than taking flight into the game has really made village situations something more exciting and far less mundane - especially since I just assume most everyone in my villages is a redneck with a rudimentary knowledge of explosives and born with an eagerness to see something blown to hell.