I am very new to Mouse Guard and while a lot of it flows very naturally, I am still grappling with the turn structures.
When designing my own missions, how many obstacles should I prepare for each GM turn? I know the player’s should come “when it feels right”, twists can delay it, and every mission is different, but does anyone have a general guideline they like to use for their turn length?
How many GM/Player turns do you try to have per session? Again I know this changes a lot based on the session, but I was just wondering if anyone had a guideline they like to follow.
Any broad recommendations on how to get players to use their checks creatively? My group loves the IDEA of the player turn but is struggling to come up with things to use their checks on.