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Depends on the table. Usually when we get to the end of the scene a little too quick so we added another short "set piece" to the sequence.

One time, a Hacker PC tried sneaking into a high-roller casino and rolled a 6- trying to use a fake ID with the front desk guy, so we had security take her into custody. The guards left her alone to get the head of security and she pulled a panel off the wall to access the ductwork (second roll, which was a 10+). We decided that she got out the room (that was the success) but we didn't gain the Hold since that didn't seem right given the initial 6-.

The main point I was trying to make was that you can roll to "let the dice decide" what happens before you answer the question of the scene with the Release.

What does your player dislike about a 6- on the Tension?

Another of my players just summed it up nicely; "the [Tension] rolls weren't so much the problem, the problem was failure in a [Tension] roll blocking the intended path of the solo. Removing the [Tension] rolls and letting the [LEAD decide to] take conditions or consequences or narrating a stylish and clever counter would be more fun."

So, it looks like my group will probably just keep the Solo to a single roll from now on. :)

In this week's game, my group chose to avoid mid-solo rolls by asking the LEAD to include a cost whenever they were overcoming an obstacle. We didn't put a lot of nuance into it and just left it up to the LEAD to decide how severe the cost was. It worked really well and kept the game flowing nicely.

Going forward though, I'm thinking about having the LEAD consider whether they were using their EDGE or a TRAIT at the time to give a better indication of how severe the cost should be.

Still having a blast! :)