First, those sorts of things (genre) are usually decided before you're writing aspects. Second, strictly speaking, they don't have to be. A Fate GM comes (or can come) to the table with a lot less control over the specifics of the setting than a D&D GM. Many Fate GMs come to the game with no prep whatsoever, allowing play to define the world.
The fact that you are playing D&D (with alignment) is decided beforehand as well... And while it's possible to run Fate without any setting the multitude of games that smack a setting on it from Legends of Anglerre and Spirit of the Century to Dresden Files and the two Fate World books released for core I would'nt consider running with absolutely no setting in mind the norm or even a majority. In fact here are some relevant quotes from the Fate Core book...
"The first step in setting up your Fate game is to decide what sort of people
the protagonists are
and what sort of world surrounds them..."
"
Decide what the world that surrounds the protagonists is like.
You’re probably already familiar with the idea of a setting, but in short, it’s
everything that the characters interact with, such as people, organizations
and institutions, technology, strange phenomena, and mysteries (crime,
intrigue, and cosmic or historical legend)..."
"If you’re using a setting that already exists, from a movie, novel, or other
game book, then many of these ideas are ready for you to use."
"If you’re inventing a setting, you have more work cut out for you. It’s
beyond the scope of this chapter to tell you how to make a setting; we’re
assuming you already know how to do that if that’s what you’re choosing to
do. "
Now while they do give advice about not defining everything (which I think is impossible in creating your own setting any way, it seems pretty clear from the advice in the book that the assumption is that there will be a setting...
To an extent, I actually agree with you here. The big problem with alignment in this regard is that it is (obviously, just look at the history of alignment threads) not very clear or specific enough what those choices actually entail. That is, you effectively aren't bound by a specific set of moral rules, you're bound by a line that the DM circumscribes for your alignment, and which you very well may not know what that is. In the editions where stepping over that line is like blowing a fuse...this becomes a trap.
Aspects aren't very clear or specific either, here are just a couple threads from Rpg.net where the breadth of aspects and/or how to adjudicate them is called into question by people trying to play Fate, and there are plenty more if you look for them...
http://forum.rpg.net/showthread.php?393808-Fate-Breadth-of-aspects
http://forum.rpg.net/showthread.php?672688-FATE-Aspects-Question-Opinions
http://forum.rpg.net/showthread.php?601989-FATE-Aspects-amp-Potential-Abuse
I'd make a distinction between characters who have powers based on alignment (which might include simply using spells) and characters whose powers are subject to significant disempowerment through alignment violation. That is, if a caster finds that Know Alignment isn't working quite like he wishes, that's hardly the same thing as the paladin or cleric suddenly discovering that he's been acting out-of-bounds and discovering that he's effectively a second or third string fighter now. More to the point, though, the DM doesn't have any mechanical means of pushing your alignment.
Sure he does, items, spells, certain creatures, magical effects, etc. that are tied to alignment... The thing is it's up to the DM how common or uncommon these mechanical pushes are (perhaps every magic item has an alignment necessary for its use, perhaps none do)... unless a player signals (by playing a character who is based upon the alignment system as part of their class) that he or she wants to be pushed by alignment as part of regular play...
That is, you often hear people say "The powers of the paladin are a reward for his following the strict code." Which not only encourages the DM to be strict with the paladin player in a way that they are often not for say bards or monks, but leaves you with no mechanism to effect such a reward relationship between the paladin and his code. That is, Paladin A helped 50 orphans and Paladin B didn't do anything but kill a few orcs and take their stuff....yet they receive the same benefits. You are not empowered by your behavior, only risking disempowerment. There is no method or incentive for the DM to do anything to "push" your code, only for him to set up traps where you play "guess what the DM thinks is Lawful Good." (Some DMs, I will note, allow things like religion checks to discern this.)
Experience points... I believe 2e, (though I could be wrong) has rules for ad hoc XP and I know 3.x does, holy weapons and armor, etc, so yes you do have a way of rewarding the paladin who helped 50 orphans... more xp, magical armaments, etc.
This is patently not the case with aspects.
Yes aspects also work on a reward/punishment system, I already said this and commented on how similar to alignment they are, IMO...
In systems like Fate, where mechanics are strongly tied to fictional positioning, its not the mechanical effects that matter, but when and how they can be used. In this case, you can have two "paladinic" character that are otherwise identical on the sheet, but one has Defender of the innocent and the other has I am the swordarm of Pelor for aspects. Those aspects will not only trigger in different circumstances and be used in different ways, but through compels will push the story in different directions from the start (when the GM is looking for compels.) There is nothing about alignment mechanics in D&D that gives players a similar influence on play.
I never claimed alignment did... but since the aspect "Paladin of Pelor" is in effect my class and deity in D&D, I think a more fair comparison is does the class paladin in D&D provide me with just as much influence or more in play... I would say yes.
Not so. Your aspects are always true. So if your sheet says "paladin" then that's true about the character. The GM cannot change that (directly anyway). You may not be able to invoke it right now, and that may or may not be because of this aspect and compels, but you are still a paladin and other parts of the game and fictional positioning do not change because of a lack of Fate points. That is, if NPCs know of it, they still react as if you are a paladin; if you get different trappings for skills by being a paladin, they are still in effect; etc.
Yes and if a fallen paladin continues to dress and act like a paladin even though he has lost his powers... fiction wise no one would know the difference... He still can't use the mechanical abilities of a paladin, and without fate points neither can your Fate paladin... he has effectively fallen until he gets more Fate points,
Except that you, the player, get to define what it means for you when you write the aspect(s) down. They are distinctly not "up to the judgement of the GM." You don't need to leave much room for the GM to "wiggle". Now, if you want (as you suggest some players do) to have that experience, then just write "paladin" for an aspect and go, presumably the GM will be aware of what you mean by that and later give you that. However, if you really want to play a saintly character...writing Defender of the Innocent down doesn't really give as wiggle room, does it? The GM can only really compel that by setting up innocents in trouble, using it like an adventure hook. If you say you want to play a Defender of the Innocent and right off the bat decline to defend innocents three times in a row...that's on you, not the GM. He's just listening to your signals...which were apparently not in sync with what you wanted. Unlike D&D, you are not suddenly de-paladinized. You have, however, severely limited your ability to impact the future story.
Well I would argue that you aren't de-palanized because "Defender of the Innocent" isn't an aspect that corresponds to being a D&D paladin. Any class in D&D could characterize itself as a "Defender of the Innocent" and if you pick one without alignment underpinnings... well then you aren't beholden to any type of code except the one you set for yourself.
As far as wiggle room goes... what entails an innocent, someone with no sins, someone who has never committed an evil act(how do we determine if it was or wasn't an evil act??), someone who hasn't committed an evil act you are aware of, even mistakenly... or are all common people innocents?
Also defend against what exactly? Everything??
I would also point out that Fate includes "modules" called extras, some of which would definitely help a group play out a "fall and redemption" story, if they wanted such a thing. However, extras can have a wide variety of impacts on play.
Yes, and 3.x has a ton of alternate, well... everything that would definitely help a group play out a "fall and redemption" story... or even use something other than alignment but I thought we were discussing the main rules, not add-ons
Just to repeat, its the player not the GM who gets to decide their aspects (although you should really listen if your table mates express confusion about them.) If a player puts down Paladin on their sheet, I'm immediately going to ask for more specification or what they want out of it. This is not a special case, I'd do the same for Wizard or Thief or Chaotic, one-word aspects are not very helpful. In practice, it is very much not the same thing for a would-be paladin in D&D.
Yes and some/many/most people would do the same with alignment... Not seeing why missing clarity can be sought through discussion in one game... but for some reason not the other.