Okay, so I'm used to running World of Darkness, so I love lots of twists and turns and mystery in my stories. I'm trying to do this in FS 2, but it seems like I have to either ignore some of my players' schticks or ignore my own rolls so my enemies actually pose a challenge.
I really trust my friends, so I don't want to say they're cheating, but they frequently tale out feature foes in 3-4 attacks, and the amount of exploding positives and positive boxcar rolls they make is uncanny. I just had a Karate Cop do nearly enough smackdown to one shot a boss. Not to mention that is a key enemy ever tries to escape, they ALWAYS SUCCEED to stop them. (Let alone the Karate Cop immediately stop them with no roll required)
In standard enemy encounters (one featured per player and 4 mooks per player), each encounter seldom takes longer than a single sequence with these players. Last night I decided on a whim to actually make them have a second sequence for once and had seven featured foes, two being moderately overpowered uber bosses, against my five players, using non-lethal damage, intending to capture the party to progress the story. Well, needless to say.. They mowed right through them. The one player bitching about how much damage they were putting out as he succeeded in his 8th upcheck in a row. The other character with wushu dodging every attack and getting repeated attacks. The ninja never being hit once because even with a 14 attack value, I rarely roll good enough to beat a 16.
All this without mentioning the story schticks of the sorceress rendering murder mysterys impossible. "I SUMMON THEIR SPIRIT AND ASK WHO KILLED THEM."
90%of my bosses drop in a single sequence and always fail their first up check. My key story foes can never escape, and my players get pissed when I fudge rules because they break my story.
I've done improv world of darkness for years, so I'm all about adapting the story to unforseen twists from players, but running a system where with the right schticks players can circumvent 80% of your arch and remove any aspect of mystery and lasting rivalries with a foe makes for a very disappointing campaign.
The combination of my bad luck with rolls and my players good luck, along with them having easily exploited schticks (story and otherwise) leads to me feeling like a useless storyteller and not wanting to even play anymore. =(