I was reading a thread about Dogs today on RPG.net and I noticed that someone mentioned that the GM only ever rolls one single die pool in a conflict even with multiple NPCs.
1) I see how this is possible. You pick a principle NPC for the conflict and add in to the other NPCs as +2d6 stats and as a trait.
2) I thought, however, that was primarily for groups of unnamed NPCs like 5 bandits or 7 farm hands.
Example: In my up coming Dogs game I have a Demonic Attack manifesting as a bandit gang. The leader's name is Eduardo and he has five men. I was going to count Eduardo as one NPC and his five men as a group NPC. Thus if the players got into a fight with them, they'd be fighting two die pools, Eduardo and the five men. The GM would thus have two "Gos" as the book puts it, one for each pool.
Is that not correct? Should, this condition arrise should I just fold the 5 men into the Eduardo NPC?
You're doing it correctly.
Vincent says this here (http://www.indie-rpgs.com/forum/index.php?topic=15566.0).
Quote from: Vincent2. A. You got it.
B. The GM should never roll more than one batch of dice in a conflict, so yeah, glom all the NPCs together into a group NPC every time.
Killing NPCs is totally within the scope of a single raise and see, for those kinds of conflicts. You raise: "I gun down fifty men!" I see, taking the blow: "dang, dude."
Also, if it were me, I'd handle the classic gunfight as two conflicts: one to get to the gang boss through the gang, then a followup conflict to fight the gang boss
Okay, well, in that case... burn 'em up. Stick all your NPC's in a lump and give 'em lots of dice.
Remember that if five NPC's pull out five guns, they get 5d6+5d4 dice on their side.