I just ran MG for the first time and the mice won exactly one test out of the four tests and three conflicts in the first two pregen missions.
I’m going to write up a list of every mechanic for getting extra dice so next time we play it will be right there. A lot of MG seems to be figuring out where to squeeze extra dice from when they’re needed.
Teamwork - +1D per helping guard or NPC.
I Am Wise - +1D for having a relevant Wise.
Fate - Use to explode 6s.
Persona - Add +1D per point of persona spent OR spent persona to add Nature to any roll. (except Resources or Circles).
Traits - +1D once OR +1D always OR reroll failed dice, depending on level of the trait.
Yeah, it was the a “failed roll is not a failure” thing that kept my first MG session from being deathly painful for the players. They kept failing but it was still fun.
Ran it a second time tonight and it works a lot better. I think the success/fail ratio was right around 50/50, maybe a bit in the players favor. (They kicked ass in my turn but couldn’t make a roll to save their lives in their turn. It was kinda funny.) The two big things that helped was using Nature at the right time and getting Tool dice.