even the author of AW, Vincent himself, answered me, that the Operator is involved in the gigs (THANK YOU AGAIN, dear Vincent!:)).
Yeah, I thought that was pretty cool. Always nice to have your statements lauded by the creator.
The forum won't allow me to quote you entirely, so I'm going to brief your questions and whatnot. Please don't be offended if I didn't not brief them too accurately.
Why are all gigs worth different amounts of barter despite requiring the same number of rolls and effective effort?
Remember that consequences are a core element of Apocalypse World. Yes, murdering people does give you more money than making business trades, despite having the same effective difficulty. But you piss less people off by making trades than by murdering their friends and family.
MCs should snowball events off their PC's actions. If they're murdering people for quick cash, they should expect that to bite them in the ass down the line.
Is a night enough time to moonlight, or do you need more time?
You could, theoretically, do your moonlighting literally at night. As long as you have downtime during the night. But it's up to the MC to decide what is "enough time" for you to do your moonlighting thing. For instance, at my old table, the operator needed at least one full free day to do his moonlighting. That means no other interactions and adventures... he's spending the next day doing odd jobs for quick jingle.
It is possible to got +1 juggling WITH gig (SEE SEX MOVE of the Operator ;) ) or as independent advancement?
So far as I can see, you
always get more juggling when you get a new gig. It's part of the Moonlighting move.
As a rule of thumb, once you get the advancement that allows you to lose an obligation gig, you can just stop keeping track of juggling. You always have enough.
I think, that the Operator should be (or at least COULD BE) busy more with OPERATING (with crew etc.) than in other stuff (especially if not connected with the ROLE of the Operator).
The Operator is technically
always working a gig. In a sense, the core plot of your AW game is itself a broader gig that your operator is a part of. The Moonlighting move is more about the things he does when he's not chasing the plot of your game.
What I mean is relationship as crew BELONG to the Operator (as present time EMLOYEES) and not just PARTICIPATING (as the gang with the Chopper - even as alpha role).
No, the crew doesn't belong to the Operator. They too are moonlighting, and thus taking time away from their day jobs and lives to help the operator out for quick cash. Which is why your crew doesn't have any hard mechanics really associated with them. They aren't like the Chopper's gang, who is loyal and follows him into battle. They are a bunch of misfit mercenaries looking for bank, and you're finding them jobs.
Is the relationship between an operator and their crew comparable to an employer and their employees?
--- Uff, it was not easy to think about it even in my native language ;). ---
I can imagine.
You can probably think of the relationship between a crew and the operator as similar to the relationship between an athlete and an agent. The agent finds athlete potential work, but it is inevitably the athlete that decides whether they want to do it. The big difference between the operator and the agent is that the operator is himself an "athlete". He isn't just looking for jobs for other people, but ones he can make cash from himself.
And in the end, it's the operator's name that will be tied to the success or failure of a gig. Not the crew's.
NEW QUESTION - can the CREW HELPING WITH THE OBLIGATIONS also?!
That's up to you and your MC to decide if it is relevant. As is true with any and every gig. For example, I don't particularly see why you would need your crew for a "F*cking" gig. Unless it's group s*x, or something....
Wow, just learned that this site has a language filter. Crazy.