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Re: [DL] What to do with Loonies



Have the local doctor take a look at them for one thing, make sure they
aren't drunk or "on the stuff". If they may be a danger to themselves or
others (Marshal possibly worried about the Widow's safety with folks running
around thinking shes a hell beast or something) the Marshal would most
likely chunk 'em in the pokey for a few days, with periodic visits from the
doctor or possibly whatever passes for the clergy in the area. If they
didn't change their tune after a few days, depending on what type of marshal
you had, their might be a lynchin', or they could just be sent off to an
asylum somewhere (they were more common than you'd think) if none within
range, brigs in military posts have been known to be used as housing for the
mentally ill when needed. Hope this has helped...
----- Original Message -----
From: Matthew Hanson <deviantsevant@msn.com>
To: <deadlands@gamerz.net>
Sent: Monday, July 30, 2001 5:03 PM
Subject: [DL] What to do with Loonies


> Okay,
>
> So I'm the marshal of a tiny little burg out West and a handful of
strangers
> come barging into my office insisting that the Widow Hapscatt is in fact
> some sort of horrific monster and they need my help to bring her down
before
> she stops stealing beeves and starts eating people. The first thing that
> goes through my head is, "They're all crazier than a s*#$house rat!" What
do
> I do with 'em? lock 'em up? We ain't got no sanitarium in town. Do I send
a
> wire to Chicago or Salt Lake asking them to come pick 'em up? Do I just
hang
> 'em cause all that's more trouble than it's worth? How do I go about
dealing
> with a group of loonies given that immediate committal isn't that easy?
>
> This is, BTW, a very poorly disguised question about the mechanics of
> dealing with people suspected of being crazy in the Weird West.
>
>
> Just wonderin'
> Matt the Drifter
> The World is run by the people that show up.
>
>
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