I've been running a 7th Sea game for a year now in 2nd edition. While I love the setting and even think the rules are nice and lightweight, I've begun to see a pattern in how I'm running and I'm curious how others are dealing with it.
When the game started, I called for "risk rolls" whenever a hero would attempt something that would be considered a risk (sneaking past guards, pickpocketing someone, etc). In the beginning I would assign inpromptu opportunities and consequences and the player would assign their Raises, always succeeding and usually buying off all the other things.
What I'm finding lately is that now that Heroes have 2-3 Ranks in most of their good skills and 2-3 Ranks in Traits, plus the +1 Flair Dice (They all RP wonderfully), and the +1 Dice for first time skill use, most of the time they can get 3-4 Raises. I'm having trouble coming up with enough Opportunities and Conesequences to force the players to make meaningful decisions. What usually happens is the Raises they roll are more than enough to succeed and take advantage of all opportunities. Without trying to come up with an enormity of opps / cons that would actually force a decision, it has become common place now for me to just allow the player's to succeed in many cases. This has made it more of a narrative game in many aspects, which I'm sure is John Wick's intention, but it's also made it harder to 'challenge' the players and Heroes or have any risk of failure without it becoming a "GM forced failure" (My players rarely if ever have voluntarily 'failed' for the Hero Point).
I've toyed with the idea of making these checks extended Dramatic Sequences but that comes with almost outcome with even more overhead (especially when only one or two players are doing risky actions)
Has anyone else encountered this? What have you done if anything?
As an example from our last game, one of the players (The Hexen who's quite the stealthy character) was trying to sneak up to a chateau and get a look around. Now there are guards on the grounds that might see her, so normally I would call for a Stealth roll.
However, as the mechanics stand, only 1 Raise is needed to succeed at stealthing up to the house past the guards. She made the roll and got 4 Raises. I really didn't bother coming up with opportunities or consequences, I just narrated what she did and saw that would be about the equivalent. It would have been too much to call for a Raise to avoid every guard along the way since technically her purpose was to sneak up to the house unseen, so 1 Raise was enough. There were no real consequences outside of being side or maybe slipping in slop, but none of those could actually Wound her or cause her to be seen (As she succeeded in that with her action). I did provide a few opportunities to notice additional things, but overall the roll was mostly 'fluff' as her skill (3) and trait (3) and +2 Dice means she'd get on average 4 Raises. The situation was not so dire as to call for increasing TN to 15 with a Danger Point and even if so, that would have been 2-3 Raises (enough to succeed and get some additional information).
Maybe I'm missing out on some key thing for this, and I consider myself an experienced GM. However, I'm really struggling with this aspect of the game becoming almost "Diceless" except for some Action Sequences.