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« on: January 18, 2017, 03:06:33 PM »
Heh, this last post made me smile because in the PbP AW game I' running, there's an armored boat which is the scariest thing in town. Of course, the Show just got the crew to panic with a really good world-breaking song and the boat ran aground in a skyscraper... and that's just the beginning of the problems this damn boat will create! I would also note that even if the PCs are able to grab hold of an actual no-fooling TANK, a tank is not a rental car; unless it's some kind of high tech robot tank, it requires a gunner, a driver, a loader, and a serious mechanic to keep it rolling. Sure, I'd let a PC sneak into one and maybe fire off a shot, but there's a lot more to it than just jumping it and shooting up everybody else in the world. Enforcing that kind of realism, that kind of friction on what the players want to do, is an important part of making the world seem real.
But seriously, don't try to keep the players from doing the stuff their playbook makes them really good at. That just makes you frustrated and the players annoyed. The Gunlugger character is inevitably going to solve problems by shooting them whenever possible, from a great distance if possible. That's OK! They're going to do that, just like the Hardholder is going to order his men to seize control of stuff and the Brainer is going to figure out creepy stuff to do with his violation glove. If you follow the game's agenda for the MC and keep making soft and hard moves, they'll find plenty of places where their sniper rifle isn't helpful.
This can be problematic when the player isn't really addressing the situation other than through violence, in other words playing AW like a roleplaying version of Grand Theft Auto, but I think that's more of an OOC issue.