Player-called tests in the GM's turn

It’s really a balance of power. For instance, the player has the power to alter the missions (Weasel-wise: Look, a tuft of weasel fur. My suspicions are confirmed. I knew they were behind this. It has weasel writen all over it. makes role) and the player also has the power to even alter other characters (Crime-wise: Look, in Celborn’s bedroom chest. There are lockpicks and a black bandit robe. He must be working for the secret society of bandits. makes role)

On the other hand, the GM has the power to shoot down any role at his discretion. It’s kind of exciting and stressful at the same time. I could see arguements arise, but as long as you have a good GM and what he says goes, everyone should be fine. I think I’d always make the player cough up two checks for wises.

I think as long as what they’re doing applies to the mission, then it’s fine. If they’re just trying to get extra skill points, then don’t let them do it. The GM turn is not about skill points, it’s about the mission. In fact, the player turn isn’t about skill points. The whole game is about the story. Your person growing in skills is part of the story, but it should come naturaly. It’s not the reason you play.

One thing I was wondering, what if they want to do some resource, persuade, or any other roles to prepare for the mission. Extra gear can mean extra dice. Would you let them do that Luke? I think I’d make 'em cough up two checks, but how would you punish them if they fail it? Something I’ve thought about.