In Apocalypse World, here’s what you’ve got, right? You’ve got Dremmer
and Balls on one side, warlord slaver and his skinny fucking enforcer,
raiding from their stronghold of concrete and iron spikes. On the other side
you’ve got the barge people, living their short disease-crippled lives up and
down the dead poisoned river. Further along and you’ve got Lighthouse, a
men-and-women hunger cult gone wrong barricaded in on the edge of the
breeding pit burn flats.
You, you just want to make your way and have some freedom — but this is
what you’ve got to work with. Not fucking rosy.The Operator is a dealer, schemer, fixer, boss, worker, operator. She juggles gigs for jingle and surrounds herself with a crew or a net of contacts for this purpose. The Operator is not a strong in concept, moves or gear as other playbooks, but is a master in amassing barter, or at least will be if you're willing to work the game a little. Her primary stat is Cool which helps her deal with sticky situations. These situations tends to come up.
http://www.youtube.com/watch?v=NPRlHwwVIugMal from FireflyMy take on itFor the longest time, I did not get the Operator. Other playbooks jump at me with their style, their moves and their crap, but what makes the Operator awesome and compelling is not at all as clear. When examining the playbook for this series of focus articles, I looked to the space on the back flap, you know, beneath the fluff text where peripheral rules relevant to the playbook is printed. Anyway, the Operator has the barter peripheral rules printed in this space, and that was when I grokked it.
The Operator is all about the barter. To give the Operator style and substance, you need to give barter style and weight. Let me go on a tangent about that:
The scarcity of Apocalypse World
Make Apocalypse World an uncomfortable place, and scarcity a real thing in the post-apocalypse. Ask the characters what their greatest scarcities are (for instance food, clean water, ammo, gas, protection from people trying to rob them of above mentioned) and make moves on that. Frame scenes like this one, when the fiction calls for it: “You wake up and your stomach hurts for not having eaten for two days. What do you do?”
With 0-barter, you’ll starve within the month. 1-barter, you’ll live, maybe not comfortably though and with no margin of security. Maintenance, repairs, ammo or gas? That’s going to need barter too. Unexpected shit always come up. I don’t think anyone of us reading these articles have been in real danger of starvation, but I’m sure most of us has been at a point in our lives with no real financial buffert or margin, where dough is just enough to pull through the month, but all of a sudden something needs replacing or repairing or medical attention, and that is just the shit. So yeah, also have things go wrong for the characters, have things get stolen or need repair, have shit happen to people they care about and they could really use a barter worth of clean water right fucking now. Remember the move “Make them pay”! Make it so that when the characters have 1 or 2-barter to spare, they feel really good about it.
Also, if you turn barter into essential for survival, you also turn barter into power, power to get people to do things for you. Offer people barter, and you offer them life. People will dirty or dangerous things for survival, or just straight up desire you and kiss up to you if you’re sitting on a pile of jingle.
In short, make the players desire barter for their survival and safety, for the survival and safety of their loved ones, and for the luxe and envy and desire that will come their way when they have mucho jingle.
What emerges from this is an Operator who quickly realises that cash is king, and who quickly gets a higher juggling and start juggling risky but well-paying jobs to get to where they want. Given that is their reaction, that says a lot about the Operator as a person: Determined for barter, she is a person who is ready to get herself into complicated situations and juggle them by the handfuls. But for the Operator to really shine, I think you have to be generous with her.
Moonlighting is a really cool move in that it instantly sets you up with interesting situations and lets you step in when the interesting stuff happens - Not the preparation, but the climax or the aftermath. I recommend being generous with what you can do with Moonlighting. When the Operator starts off she works maybe a 1-barter or 2-barter gig plus one operation gig, and while I presume her crew/contacts gets the majority of their pay from the client, they also want a piece of the Operator's personal barter. (Check the Operator's paragraph on what 1-barter covers). You could also be flexible with what Moonlighting lets you do, let them choose ad hoc gigs with effects rather than barter payoff, such as “get intel on Dremmers stronghold (you get information / your crew is caught in the act)” or “find and waste Ramen (you corner Ramen / Ramen corners you)" as long as they pay the barter their crew or contacts is asking for for working on it. That's a cool feature that makes the Operator capable of handling any situation given help from their crew and contacts and time to plan and prepare, which I feel is totally in line with the playbook concept. And remember, Moonlighting is more effective the more downtime there is in the game. For Moonlighting to really work, the game needs to take place over months rather than days, fictionally, and you need to be generous on how often there's a little downtime so the Operator can make those rolls - You could let the crew do most of the work off-camera if the Operator really can't get her hands free.
And I’d recommend being generous with what the crew and contacts are good for. The rules says you should describe everyone individually with one line of description, and also consider them threats. I say go one step longer: The crew and contacts are the Operator’s crap, so I think it should carry the same weight in the story as the Savvyhead’s workspace or the Hardholder’s hold. Make the crew/contacts real, proactive people, not as interesting and effective as player characters, but just one notch below! Have them save the Operators poor ass sometimes. Have them go behind her back sometimes. Have them approach the Operator with opportunities, things like ”I found this goon in our camp, staking us out for the Hardholder no doubt. What do you want me to do with him?” or “Hey, I heard that weirdo Lucas is boarded up in the tower ruin with a fuckton of barter. You want to go take it? If you want to, I could make a map out of the other ruin and it should map out his place as well”
http://www.youtube.com/watch?v=OKp8mYzsQzoI love it when a plan comes togetherAnd be generous with what things she can get when she
go(es) into a holding's bustling market[/i] and when she
make(s) known that you (she) want(s) a thing and drop jingle to speed it on it's way[/i]. Maybe she can get intel or new contacts as well as things, such as someone can hook her up with the right guy or a map to where the high tech device can be find. Make it clear that with enough barter you can get anything available in this world, kind of how the Savvyhead can get anything they want through the workspace, given enough time. What about when you
give 1-barter to someone, but with strings attached? Ehh, fuck it. It doesn't make sense to me, seeing as the barter should be
leverage in a manipulation roll, not its automatic success? I don't know, seems off to me.
Anyway, if you’re generous with the Operator, she should be start getting pretty rich once she has picked up another gig and +1juggling or two. This should attracting interest from greedy or hungry PCs and NPCs alike. This’ll generate tension to play off.
http://www.youtube.com/watch?v=MUhBk2-Rj-wPerhaps the Hardholder becomes interested in shutting down the other power factor in the area. Perhas the Operator hires the Gunlugger for around the clock protection and guard duty. Perhaps she starts dropping jingle over the Skinner in return for pleasure. Perhaps she starts paying the Savvyhead to construct that thing she needs to…
To what? We’ve established that the Operator shines when she’s ruthlessly pursuing barter, but what does she want the barter for, beyond mere survival? The playbook doesn’t offer any answers, but I think you need an answer to this question if the Operator’s struggle is to be interesting and compelling. What is her grand
plan? Why should we
care? Who is she, and why is she what she is? I know, right? I believe you really need to provide these answers so you can play your character, obviously, and so your Moonlighting has some actual stakes in the world, because the playbook doesn't really help you much figuring out who the Operator is. And the obligation gig is just an interesting problem, it's not enough to build character motivation on.
Or, in a rough enough apocalypse, perhaps survival is enough. The fluff text seem to imply it, but every other playbook is about something more than survival, they’re about also being awesome in some way. The Operator should be the same. (The Hardholder and the Maestro ‘D doesn’t even have to worry about their day to day needs as long as their hold or establishment is in working condition)
Why the Operator is the best playbook to play:There is something really appealling of gritting your teeth and pulling off that thing you really want. Moonlighting will make sure you're never bored. It's cool to sprinkle cash around you. And it's great fun to be a leader and take care of all your crew and contacts.
And for a final argument, check out what +2cool looks like:
[video:youtube]http://www.youtube.com/watch?v=wWmRTjLRMfU[/video]
(How come all the Operator clips I can find are portraying chauvinistic men?)
What it brings to the world of the apocalypse:The Operator is in interesting nexus for the a campaign as every other character could potentially deal with or work with the Operator, or be the target of the Operator's gig. The Operator can introduce an interesting dynamic of fiscal power and greed if she is succesful in earning barter, for instance, if the Gunlugger is out of barter, she can always go ask the Operator for a job which brings characters into interaction. Same with NPCs, of course. Moonlighting is also a fun move to get you framing scenes and bringing dynamic changes to the post-apocalyptic world.
Fundamental scarcities of the playbook:Okay, so this entire focus was a guide on how to make the Operator an interesting playbook. To summarize:
- Find out what the Operator wants
- Make scarcity a real thing
- Make barter into power
- Make the crew and contacts interesting, capable and proactive
- Be generous with Moonlighting
- Have the game play out over months rather than days
- Be generous with the barter peripheral moves. Except give 1-barter to someone, but with strings attached, I don't use it.
That's a lot of instructions, and in a way I feel the Operator is a flawed playbook for not providing the solutions itself. On the other hand, I think your game will improve if you follow these suggestions.
Oh, and make sure you don't get bogged down in the details of Moonlighting if you roll it most every session, although I recommend asking what deal they're brokering or what person they're murdering before rolling, to set up the stakes.
Moves and crap analysis:Eye on the door is a great move for someone who keeps finding themselves in sticky situations, which Moonlighting tend to bring.
Easy to trust and
Reputation can make you quite competent at dealing socially with others, even though you're not a primarily Hot playbook.
As for other playbook moves, the Battlebabe has some great moves for you:
Merciless is good as you are only armed with a modest weapon from the start, and things will get violent sooner or later.
Ice cold is great for aggroing yourself out of a difficult situation or get the results you need from someone.
Perfect instincts should also fit your needs, and your Sharp is probably +1.
Just as I recommend the Driver to get Moonlighting, an Operator with a car and
A no shit driver is a fun combo. The Driver's
Weather eye is good too, for opening your brain.
Just about all the Hoarder moves are good deals if you want to play up the greed aspect. Except
Greed, paradoxically.
The Maestro 'D's
Everybody eats, even that guy is good, but
Fingers in every pie is something you can already do, by dropping jingle to get a thing you want.
Inspiring from the Quarantine is a good choice if you want to tie player characters to you as crew members.
Relationships and dynamics:The Operator makes a good nexus for a game, seeing as potentially any other character could be an employer, a crew member, an adversary or a freelancer for the Operator. I'd start off by asking the other players what kind of talents they offer up to the Operator for barter/what kind of jobs they rely on the Operator for.
Other things to ask the Operator to get her going:
What do you hope to achieve within one year? What would you do if you had a windfall of 10-barter, right now? What places you one notch above the rest? What is the best/worst thing that happened to you today? Who in your crew/contacts do you trust the most/the least? Fox left you a gift today, why?The Hocus and the Hardholder has a wide influence in the world through their followers. (and to a lesser extent, the Maestro 'D and the Chopper) This can make interesting ambivalent relationships, if you have them rely on the Operator for something, but also put some of the Operator gigs at cross-purposes with them.
The Skinner and the Maestro 'D knows people, use that. When the Operator is trying to get to someone, they might want to go through these characters.
The Touchstone's strong moral code can put them indiffirent to some of the Operator's gigs, and firmly opposed to others. What happens when an unstoppable force meets an unmovable object?
The Chopper makes for an interesting and potentially unreliable partner, in that they and their gang are very specialised att violence, raiding and riding, making them both thankful employers for things they need done but don't know how to do, and interesting goons to send out to get the job done. When the Chopper gets into his head to extract protection money from all the Operator's venues, that'll be fun too.
The Brainer and the Hoarder both have unique resources, and are also potentially outcast weirdos, making them good as both employees and employers for shit they can't handle. They could also make great adversaries, driven by weird motivations to control people and collect things that the Operator is trying to help or deliver. A hell-bent proactive Brainer is both a great villain and employer!
The Savvyhead always needs stuff delivered to him, prepared for work, guarded from thieves. Consider making the Savvyhead a part of the crew! The Savvyhead benefits from being placed in a context, and as a part of the Operators crew could be a lot more dynamic and balanced power-wise than being the bitch of the local Hardholder. Same deal with the Driver, a specialised character that benefits from being part of a crew.
The Driver or a nomadic Faceless could make a nice antagonist that keeps interfering with the Operators Moonlighting for their own random motivations.
The Battlebabe and The Gunlugger are good, competent additions to a team, but if you play up the scarcity, these might also become threats, trying to rob your barter from you.
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