I'm very new to RPGs but I'm very interested in Mouse Guard. I have been thinking a lot about trying to start a novice group as the GM. I have read the 1st Ed. Core rulebook several times and one thing still confuses me regarding mission design: the two obstacles + twists "rule".
Say I run the Find the Grain Pedlar mission using sample characters. I play Gwendoline giving the mission, we might have some "in character" dialogue. They get on the road, I give some descriptive narrative, then we get to the, "If you want to find the Peddlar you need to make a Scout test," and they pass. Next, bit more dialogue, they decide to interogate the peddlar. Now, as a first game with novice players, I'd avoid a conflict and play a versus test. If they pass, then that's two obstacles and the GM turn is done!
Is that OK? Is that an overly strict interpretation? Won't that make for a really short GM turn? Or is that fine because I'm deliberately simplifying?
I understand that this turn of events is statistically unlikely, and that it would allow for a really meaty player turn, but I just want to check I'm not missing a huge element of the process!