Elemental forces are great. Fire, flood, wind, earthquakes, etc. The limitless powers of nature versus the limited abilities of the adventurers who try to withstand them. These forces are so awe-inspiring that it's always a special event when you include them in a scene. Use the environment, and make it dynamic, not always static.
Commentary by memnarch (who has not seen the movie)
Ayyyyyyy! There we go, a great result from the impact! This is more like what I was hoping for!
I thought Phasma would have been knocked over as well given that she was upright and near the execution troopers, but maybe that shiny armor is actually better than regular trooper armor. This is a good way to still have some personal conflict for Finn. And this is a much smarter way for someone to stride through fire and wreckage; Ben should take notes.
And pausing before a few major combats is a good idea in general for games. Depending on how the games are being played, they could theoretically last the entire time available for playing! Plus, it gives the GM time to plan things out a little more if the combat events were more of a surprising twist that came up from player choices.
Transcript
GM: The hangar where Finn and Rose are is closer to the impact point. <roll>
GM: Finn’s unconscious, but Rose sees the troopers knocked out and the hangar on fire around you.
Rose: I drag him to safety!
Rose: Well... somewhere slightly less on fire, anyway.
GM: Annie, Recovery roll.
Finn: 13.
GM: Finn jerks awake.
Finn: Hey! What’s happening?
Rose: I dunno! But we gotta get out of here!
GM: You spot a shuttle over by the space port.
Finn: Let’s go!
GM: And emerging from the smoke, General Phasma and her squad of troopers marching towards you.
Finn: What weapons do we have?
Rose: Harsh language?
GM: Might be time to call it a night, given we’re on the brink of simultaneous mortal combats.
Rey: I don’t think Ben’s language could be that harsh.