I ran one campaign in Fantasy Flight Star Wars' (I think it was Age of Rebellion). I never got the hang of the rules and had to have one of the players interpret the die rolls for me.
Him, looking at the symbols on the dice: "I got two challenges, a threat, and an opportunity..."
Me: "So I guess you fired your last shot before your power pack drained. It missed the Stormtrooper, but it hit a pipe near the enemy's head, spraying out steam. This could fill the whole room, but it's close enough for the Wookie to grab to bend the pipe and blind your opponent."
Him: "No, that would be one challenge, two threats, and a celebration..."
Me: "Alright, you hit the Stormtrooper. As he falls, his blaster fires erratically, causing the Blast Doors to begin closing at the end of the hall. From the other end, you see a squad of 5 more troopers turn the corner, weapons raised. One activates his com: 'Lieutenant, we've found them!'"
Him: "No, that would be a success, a threat, a challenge, and a disaster with three raises."
Me: "Ok, you tell me what is the correct way to read that die roll."
I hated running that system. It codified all the narration, shackled my creativity and descriptions, seemed completely arbitrary in its rules with extremely similar and confusing language to separate different results.