The second of three for this week.

The second of three for this week.

The second of three for this week.

What advice would you give a player who wants to play a CHOPPER? What’s super fun about it? What can they do to keep the game interesting? What have you seen done with Choppers that was really freaking awesome?

18 thoughts on “The second of three for this week.”

  1. Other people should be scared of your gang. Your gang should be scared of you. Never let someone think you are asking them for something when you are demanding something with menaces. Try not to talk to someone without a gun, knife or other weapon in your hand. You don’t want them to be confused. Your gang is kind of like a pack of psychotic dogs, they are great fun but you need to feed them some red meat pretty often or they are going to rip off your hand.

  2. Be comfortable with the fact that although you are the boss of your gang, you are not always the boss of your gang.

    Unless you have a really clear sense of what to do and how to involve the other PCs in that, be ready to make a lot of deals with other PCs or NPCs to run errands, go on raids, and rough people up. It’s really easy for the Chopper to just go hang out with their gang and get involved in internal conflict and just become an island.

  3. Oh that’s a great point. I ran a game for a Chopper and that’s what he ended up trying to do. He would just keep hanging out with his gang and it wasn’t until I literally had the Quarantine walk in and force him out of his hole. The island metaphor makes perfect sense. Once I got the Chopper off his island, it was way more fun.

  4. You always have to show your gang that you are the leader. Which colors your interactions when they are around.

    On the other hand you are only seeing people of equal status outside the structure of your gang, which often are the other PCs.

    Stealing stuff or having your gang steal it is easier than getting it any other way. Which can be used to get the Chopper integrated into the game. Just by the consequences of it.

    You turn into a combat power house really quickly and the playbook is the one most made to use the Gang rules. So a Chopper is often kicking a lot of ass in physical confrontations.

  5. I once played one and the Gang was Josie and the Pussycats, was an all chick club all named after cartoon characters. Was a lot of fun. The great part of this playbook is trying to hold on to control of the gang. We did this thing where if my character was only talking to the gang, the rest of the table would catcall various comments to reflect my gang’s different view points. Worked very well and made making the choices harder cause there was a lot going on.

  6. I played a gay Chopper named Baby who was hot for racing on the burn flats and having wild sex after with his bested boy racers. His gang was all female and straight, and he had very loose control of them as they came and went.

    Whatever the player chooses, leave your bloody fingerprints all over it, hit them hard on their gang vulnerabilities, invoke their bike’s weaknesses, create unstable triangles that re-incorporate other players choices.

    Establish scenes where the chopper has to enforce their will over their gang or lose something important to the player.

  7. I played my chopper as a powerhungry future king. The gang was his tool to get to be connected to everything and everyone, and eventually he turned into hardholder with the gang remaining as his loyal…. well, “loyal”… NCO’s.

    Once the MC asked us all what was fun about playing our characters, and I told him about that powergaming scheme I had running. ANd when things took a turn for the bad (like a show of leadership gone sour) the aftermath was storywise awesome.

  8. With all the advice of giving the gang conflict and having the Chopper struggle to control them, I would also say “Don’t make the gang a liability”. It should not feel that way. The gang is central to the playbook, all the moves work around the gang nad if you improve it also improves the gang. So to not make it too frustrating I as an MC would give them scenes of just being an asset and awesome at it as well.

    I would say the Chopper as a playbook is less about responsibility than the Hardholder is with their gang and hardhold. So it should feel a bit different. Of course the advice about bringing in problems is still right and valuable. But the gang also is what makes the Chopper work.

    It is a very focussed playbook overall. You have the gang and you have Hard as the two things that matter most for all your moves that aren’t basic.

    With that focus on one stat, that has to be highlighted every once in a while. Because it is what you roll most often naturally by how your moves are structured.

  9. Can you folks suggest any goals that Choppers can/should go for in game? An example being “Use your gang to take what you want at least once per session.”

  10. Tim Franzke​ those are great. Look to make your gang better within the fiction instead of just leveling up. I like that.

    Adam D​ when you say King maker I’m assuming you mean to make your self the new hard holder?

  11. I did that. Well I let it fall to chaos when I left and took all the stuff I wanted. But I was in the position to be Kingmaker in our campaign.

    I was all for demonstrating my dominance over other people in the game too. So that might be a goal.

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