I would really love to play a couple of sessions of this game with the devs so I can see how they envision this game. It can really be frustrating some times for me. I cannot find a comfortable way of playing the game. I will try to explain.
We met last Saturday to play a couple of sessions (8 hours). It was me, the GM, and six players. The PCs have 200+ XPs, which means that most skills are covered with 2, 3 or even 4 expertise dice. This means that a lot of symbols come out every dice roll. Just to mention a few outcomes we had, things like 4+ advantages, one triumph (even two at a time!), a triumph and a despair at the same time, are not uncommon outcomes. It can be very exhausting, especially taking into account that triumphs (or 5 advantages) and despairs are expected to mean something significant to the scene (according to the rules).
In my sessions I already keep the rolls to the minimum.
I never ask for everybody in the group to roll for things like Perception, Stealth, etc. I ask for the best (or the worst) PC in the group to the roll, aided by another PC if they want. If every single PC rolls, it becomes just impossible (for us) or silly to implement into the story all the triumphs, advantages, despairs... in a single action.
I only ask for a skill check when it is very significant to the plot. Otherwise I say, you succeed.
Yet, there are situations where I cannot go around. Last session there was a chase. The PCs freighter vs 4 ties. Every one of the PCs was doing something each turn (as it must be), piloting, plotting course, damage control, slice enemy ship... That is 6 skill checks per round (the chase lasted 3 or 4 rounds). It was so **** frustrating! There was no round with where we did not see one or two triumphs, a despair, zillions of advantages... There was even one skill check with two triumphs, two advantages and a despair! We really got fed up of it and we just started ignoring it.
On the other hand, the chase ended up with the PCs freighter getting shot down to 0 HT by the last tie. I then told the PCs to do the Hard Mechanics check to keep the ship alive (the standard one appearing in the rules). We defined which would be the meaning of the different symbols if they would appear on the outcome of the roll. That roll turned up very epic, we managed to interpret all the symbols to create a very nice and dramatic moment. It was definitively a top moment of the session. Yet, it was not because of the dice, it was because the story was dramatic at that moment, the dice adjusted wonderfully that is true, but the dramatism of the moment was brought by the story built by players and GM.
I like the idea of the system, but a game session cannot soak that many symbols! The way we play, sometimes it is enough to know if your character succeeds or fails, point! We don't need to turn every roll into a story by itself. The rolls have to help us defining the story, but I feel sometimes they interfere too much with the flow. On the other hand, as with the example of the mechanics test, the dice played wonderfully.
How do you guys play? I need ideas, some help.