I think I understand action and dramatic sequences well enough.
What confuses me a bit is when, through the course of normal play, a not-so-risky situation arises where a character's talents might be useful, and success or failure both make for potentially interesting twists.
Or perhaps when a single, brief danger is presented.
Let's take an example: A player is talking to a major NPC, but there are facets about this NPC that could lead to a new adventure entirely. However, it's not information the NPC himself is aware of.
These are visual cues the player could potentially pick up on. Whether or not the player character can discern what these elements mean, the story will continue to be interesting; it's just a matter of whether or not it branches off here. In such cases, we decided at the table to come up with a number of elements that could be illuminated, let the character make a single roll, and spend Raises learning about a number of elements equal to their Raises.
But that seemed slightly convoluted for such a thing, and it doesn't account for, say... A sudden, unexpected asssassin's shot going out at the King of Montaigne, which the players have a chance to detect before it's too late.
The idea there is that you have one chance to spot the attacker and shout a warning, and the assassin will disappear either way once the shot is taken. In this case, do you literally just GIVE it to them if you can't think of enough Opportunities or Consequences to justify a Risk?
Or is there something very simple I'm missing?
Perhaps it's simply my job as GM to come up with more potentialities to make a scene interesting, and MAKE it a Risk if I think a roll is interesting come success or failure?