Re: Do all Serenity/Firefly games fizzle and die?
In my experience (as a player and GM), the real problem with Firefly games is the sort of default structure built into the concept. Each player has a clearly defined role (pilot, mechanic, gunhand, medic) and the game revolves around flying in a spaceship and taking jobs.
On a tv show, this works just fine. Something breaks, and Kaylee goes and fixes it. And when stuff isn't broken, the show can focus on other people. And when the 'job' is happening, the tough people go and get it done, and the noncombatants stay on the ship. The show just checks in with them now and again, watch River and Book discuss the nature of God or Simon miss yet another change and relations with Kaylee.
And it all works.
But in a communal storytelling game this doesn't work. The mechanic and pilot have nothing to do unless the ship is in the air or broken. And even when they ARE useful, their contribution boils down to a dice roll and then nothing. And splitting the party is really hard to do properly on Rpol. Either the GM runs themselves ragged trying to run two or three different threads and keep them synchronized, or a couple of players are bored out of their minds waiting for everyone to get back.
And you can compensate for this somewhat by always giving everyone something to do, but there are only so many times that the ship can break during a maneuver, injuring someone, so that the gunhand has to carry them to the medical bay. And even then, when that happens, again, it's often just a flurry of dice rolls and then it's done.
And that's before you get into problems inherent in the job-betrayal-revenge-payment-another job structure that the game tends to fall into. Shadowrun has the same problem.
I've never made it work. And it's not for lack of good, interested players.