I think that's literally the point of it. To get on with the story. To skip the skill dogpilling and the PCs' seeming eternal refusal to accept defeat or even negative consequences of any kind. It mirrors storytelling a lot more closely than most RPGs. If that's the goal of the design, it does a good job of it. When it comes to scenes you start late and get out early. Don't waffle with the preamble, cut to the chase. Get right to the heart of the scene. Work through that a bit and once you get to the crux of it, the disaster, that's when you roll. Once that's resolved, cut to the next scene. Just like in most TV shows and movies. Prose fiction of course has a lot more wiggle room.