So one issue I've always had with AW is that the games I've played in and ran both seem to have hit the conflict button over and over like one of those apes with the wires in the sexual center of its brain.
Sure there's no status quo, but often, things weren't static enough to even care about the NPCs. Just us eating plot like we're langoliers.
Little slice o' AP:
So Clarity, she's a Touchstone. And Smokey, he's a Maestro. And Clarity, she's got herself this little school where she indoctrinates teaches the teenagers of the hold that her way is the way of the just and all that. Smokey, he sells drugs.
Enter Caps. Caps, a brand newly named NPC, is called into existence by the MC as one of Clarity's school children. And he takes it upon himself to go down to Smokey's and bust up the place. Seems good, right? PC-NPC-PC triangles and all that.
But that's a Midnight thing, on the countdown clock. I think it's much better to have a 3 o'clock, where Caps comes to Clarity and expresses his unhappiness with the drug joint. And a 6 where one of the other students tells Clarity that she's seen Caps hanging out outside the place.
Sure, the aftermath is fun. But the circling, the circling is what makes the NPCs human and it's what makes them matter to the PCs.
Basic stuff, but it's been on my mind.