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« on: September 05, 2013, 01:54:54 PM »
My actual experience with the Operator is limited, but I don't see this as the trading, get-rich-quick Playbook. Like, at all. I actually have a lot to say about the Operator, in part because economics is a hobby and I know just enough to have opinions without actually being correct.
I see the Operator as the premier networker in Apocalypse World. He's the guy who knows a guy. In the broken-down market economy of AW that seems to be the default, he works more like a fence than a regular merchant. If you just need leather chaps and seaweed crackers, you can just go into the marketplace with some jingle and buy them. If you need something specialized, like forbidden tech/drugs/weapons/vices, or a special service, then the Operator's your friend. Barter is just the currency that keeps things going, but especially if you've got an Operator in the game, you should probably work out some actual barter system that's appropriate for the setting with a cheet sheet that tells you roughly how many widgets things are worth, so that you can put some teeth into negotiations. But I really don't think you should make barter the focus of the Operator's game. He is all about the connections, the network of mutual obligations and benefits, keeping people happy and keeping his good name. That's why his sex move is all about obligation, for the Operator everything is a gig and when he takes it on, he has to deliver.
His whole gig is keeping a network of reciprocation going across the fractured landscape and divergent cultures of AW. Like it says in the playbook's flavor text, the Operator is guy who can look around him, find an insane doomsday cult on one side, and a paranoid dictator on the other, and figure out what each one needs that the other can provide. The operator might not own a warehouse full of shit people want, but he's really good at figuring out who might want the shit which is in abundance in town X and how to make a profit arranging trade. That abundance could be lots of rat meat, or a really skilled Brainer who needs work, or the service of a motorcycle gang to burn out some bandits in the hills that are messing up traffic.
This seems like an impossible job, but you have to assume that the Operator is really, really good at what he does, maybe even supernaturally good, like how the Skinner can make a roomful of people stop shooting at each other just by taking off his/her sweater. They are just awesome natural salemen and negotiators who can walk up to some paranoid bastard's fortified enclave with a business proposal and end up getting invited to lunch instead of getting shot right there on the driveway. If you don't have that understanding of the Operator, I think the playbook won't work as well because the player will be afraid to put his guy in dicey situations.
The Operator can be a good asset for the MC, I think, because, by their very nature, they have lots of reasons to go out and meet people and travel to interesting locations instead of holing up behind their walls like the Savvyhead or Hardholder. The Operator also provides lots of hooks to other PC's, since it's one of the Playbooks that gives structure and makes it easy to define party relationships. A Driver, Gunlugger and Operator would make an awesome trio for a road-based game, I think, though I haven't tried it. You can also split the Operator against the other PC's by having him/her do business with the enemy or rivals of the PC's. There's plenty of ways that the Operator's gigs can cut against the interests of other PC's or their NPC friends. And heck, all it takes is one spoiled NPC boyfriend/girlfriend demanding discounts from the Operator on the stuff they want because of their PC partner, and you've got a hassle for the characters to deal with. Too easy.
"What do you mean, you just sold Dremmer a rocket launcher? He's a maniac!"
Finally, the Operator is one of the few characters who's got a strong interest in keeping the peace in Apocalypse World. He/she doesn't want war, usually, because it's bad for business -- unless it's war to force open new markets.
Fictional Operators that might be inspiring:
The Finn, from William Gibson's cyberpunk fiction
Yuri Orlov, the Nicholas Cage character from Lord of War (a good counterexample to what I was saying above about Operators being peace-loving)
Fagin: he's an Operator, and the kids are his crew, and you love him somehow even though he's a complete bastard.
Henry Hill from Goodfellas. Yes, he also pulled heists and did lots of other stuff, but all through the movie you see him schmoozing people, making deals, and above all, handling situations when things go wrong and business is about to suffer for it. If you're MC'ing a game with an Operator in it, watch Goodfellas again and take notes on how shit just goes haywire for the poor guy, mostly because of stuff his boss and crew do.
Mal from Firefly, well, yeah... sort of. If we'd had the full five seasons, we'd have a lot more to point to with Mal doing business with people and taking care of things that go wrong. As it is, we do seem him
taking the Firefly all over the 'Verse to trade cargos and haggling with Badger and Niska, both of whom could be Operators in their own right. This also illustrates how the Operator's gigs can help structure the relationship of the PC's and drive the story, even if the other PC's don't all work for the Operator the way they do in Firefly.
tl;dr: Make the Operator all about mutually beneficial relationships and obligations, not just barter. And keep the Operator's life interesting by making his business partners and crew demanding and occasionally unreliable, but don't make the world so hostile to him that he can't do business. In most holdings, there's going to be people who need him, and won't want to see him get shot. He's more like to acquire new obligations in a sticky spot then get shot or tortured.