I went through the book cherry-picking what I needed to know to quench my curiosity, so Fluff wise, I didn't notice anything special (except that 5 out of 7 of eisen territory are rich?). However, I do found to things that bug me a little and I'd like to know if I miss something or not.
Ok, it's like an action sequence. Except that when players are out of raise, what happens? It seems like you roll again and spend raise again, or that the sequence ends, with or without a satisfiying conclusion...
So the vilain can invest influence in scheme. If they are successfull, they succeed and gain more influence. If the players foils their plan, the influence is lost. The Scheme has to be something the player will notice so it creates confrontation and thus, stories to be told.
But when does this scheme succeed? How does it plays out mecanicaly? Since it is praticaly impossible for player to fail what they undertake and you have to "show" your players the scheme, do you throw too much scheme for them to thwarts them all?
Proposition/how I read this even if it's not written
I think a good way might be to create "vilain stories". You note the goal, create some steps and let it progress if the players don't act against it. A bit like an AW front or a Blade in the Dark "faction clock".
Advancement on these Stories/Front/clock could also be consequences in action sequences.
And there, you can tie it with my problem with dramatic sequences: after each round*, the GM can advance a relevant step of a Vilain story.
I don't know if my point is clear, and maybe JWP has some ideas for this point, but I do find that a standard ruling is missing to convert these things from cool ideas to great mecanics.
*Note that other cool idea the books give me are :
-makes a hard move (AW style again).
-add X dice to the danger pool.
Not directly related, I think scene could apply pressure by themselves. Like if a Vilain fired on the explosives hidden in the ceiling, the colapsing building could pressure the hero to flee, by itself (spending X danger points instead of 1 danger point and 1 raise from a Vilain?).