So, as a resource that’s actually quite vital in STA, having Threat on-hand is pretty important.
How much Threat do you like to have in the tank during an adventure to ensure that you have enough for in-the-moment opportunities? I appreciate that Threat fluctuates, but like with a car, I like to have at least a quarter tank just in case something crops up and I can’t get fuel when it’s running low, but I need to go somewhere. Likewise, do you have an amount of Threat you like to keep stored just in case? Do you have a top limit that tells you that “you really need to dump some of this!”?
Please also note which edition you’re talking about - my feel for 2e from reading the book is that it eats more Threat, so that affects things.
I usually have about 8 to 10 Threat in the bank, but probably because I tend to spend too little. I’ve yet to run a 2e game, so I’m curious how this will change since NPCs now come with their own personal threat pool.
No experience with 2e, yet.
But I used to bank 4 Threat as “iron reserve” just in case. I start to be more reluctant to spend Threat when I have an amount left equal to the number of players. I start to throw out Threat with both hands when I have an amount banked equal to more than double the number of players.
It’s nice when you can pull of a Reversal, but not necessary to be able to do it at will.
(1e) As a GM I feel that 4 is a bit low, but it really depends on a stage of the game.
Be aware that you don’t need Threat to introduce adversaries to the game. Even with your danger-tank empty, players can meet some peaceful colonists and hear that there is some large army or other enemy closing by.
Some games make a distinction between soft and hard GM moves.
So you could announce a danger incoming (Threat free) and give PC time to prepare or escape (soft move).
Or spend Threat to have enemy forces already firing at them (hard move).
With your Threat pool empty remember - enemy momentum is your threat, so Diff 0 tasks can fuel your reserve if needed.
Incidentally, there’s a insightful blogpost over at Continuing Missions. Note that the Reversal Threat spend costs an amount of Threat equal to twice the number of players present in the scene and not, as written in the blog post, 4 Threat (unless, of course, there are only two Players present in the scene). This holds true for both 1e and 2e.
The author might have thought about the Reveal Threat-spend that, indeed, does cost 4 Threat in 2e.