Is there a guide on how many obstacles, or how ‘easy’ or ‘hard’ a score should be (I’m preparing for what I hope…

Is there a guide on how many obstacles, or how ‘easy’ or ‘hard’ a score should be (I’m preparing for what I hope…

Is there a guide on how many obstacles, or how ‘easy’ or ‘hard’ a score should be (I’m preparing for what I hope will be the first session of many)?

Obviously it depends on the fiction, but the fiction is whatever I describe. Is roughly four obstacles that the players will need to roll or think their way around enough? 3? Clocks?

Or to use a direct example – obviously in, say, an assassination score, even if the Engagement roll goes perfectly, the job shouldn’t be as easy as “put Hound on high place (location based on Gather information), try to snipe target, push himself and get assistance for great effect, job done”.

So what /is/ an appropriate amount of obstacles?

For those people who have run the quickstart straight from the book already – the crew is brought in to see Baszo…

For those people who have run the quickstart straight from the book already – the crew is brought in to see Baszo…

For those people who have run the quickstart straight from the book already – the crew is brought in to see Baszo Baz, who asks them if they’re with him or against him:

What did your group do? Did they take the deal, say no, try to kill him then and there? Lie and take the deal, then see the Red Sashes for a better offer?