I love Lejendary Adventure, but my experience illustrates the importance of finding the right playing group. I was writing an adventure module for LA and ran it through two playtests. The first lasted seven months and was a fun game, the only exception being a few players that did not like how the book was layed out. My second game was a total nightmare because I was running LA for a group of players that hate any combat system that does not facilitate specific attack forms or attempt to become a "realistic" combat simulation.
The first playtest was wonderful because the players enjoyed my ability to run "on the fly" and trusted my judgment. If there was some confusion with the rules as written I would make a quick judgment and the game would move forward. I would review impromptu rules decisions over the course of the week and decide which to stick with, and that was that.
The second playtest dissolved in less than four months. The players picked apart the game system, bemoaning that they could not create the uber-powerful super hero style characters they were accustomed to playing in Palladium games, and complaining that LA lacked the sort of quantification that made GURPS "cool". They challenged my every ruling, claiming I knew less of combat than they did and therefore should defer to their knowledge because the Lejendary Adventure game had no standing rule.
I have since learned that those players would have been happy if I had allowed "defense rolls" changing the system, or applying penalties to the actions of foes in response to specific attack modes and excessive description of every swing of the sword. LA is NOT the game to play for such people.
I read "Robin's Laws of Good Gamemastering" and thought a bit about different playing styles and how different the systems can be. Some favor DM fiat and others favor player control of the characters, but the trick is ultimately to find the right mix of player versus GM style.
I have learned that if a group of players do not enjoy my game it is not necessarily through any fault of my own, or even the game system. What other explanation can there be for having one successful playtest with one group, only to have a disaster with another group with different preferences?
One has two choices in such cases. A) Change the game to suit the group. OR, B) Change the group to fit the game. Either is possible.
LA is a great game, but make sure your players are not the type to get obsessed with minutia.