In theory it works great and a lot of people love it. I found it disappointing. It reduced the solution to any mystery to “whatever random string of words the players throw together when they roll high.” While it works as a game mechanic, it was unsatisfying in play, for me. But, I think that’s mostly down to having run a lot of Call of Cthulhu and wanting the mysteries to have set clues and a solution.My first FATE game was Strands of Fate, which didn't work well for me.
But I do love Fate Core. I've run both full Core and Accelerated. I've debated running Atomic Robo as a Star Trek game, the brainstorming session is kinda like Star Trek technobabble.
Ah, disappointing. I assume the "just make stuff up" element of treknobabble would go well with that.In theory it works great and a lot of people love it. I found it disappointing. It reduced the solution to any mystery to “whatever random string of words the players throw together when they roll high.” While it works as a game mechanic, it was unsatisfying in play, for me. But, I think that’s mostly down to having run a lot of Call of Cthulhu and wanting the mysteries to have set clues and a solution.
It absolutely fits hand in glove. It's just not satisfying to me because I've run a lot of set mysteries before. It might absolutely sing for you and yours.Ah, disappointing. I assume the "just make stuff up" element of treknobabble would go well with that.
But that is the thing about Fate. As much as the system makes sense to me, I worry that it needs the right vibe and players.
You could set a mystery up as a fractal. I recall an example of how to make a super boss, like a mecha, work in Fate. The solution as to provide Stress related per part (e.g., arm, leg, torso, etc.) as a fractal. I would potentially set up a mystery this way. So players uncover a part of the mystery after "defeating" or "solving" a piece of the mystery, which may be tied to a particular area.In theory it works great and a lot of people love it. I found it disappointing. It reduced the solution to any mystery to “whatever random string of words the players throw together when they roll high.” While it works as a game mechanic, it was unsatisfying in play, for me. But, I think that’s mostly down to having run a lot of Call of Cthulhu and wanting the mysteries to have set clues and a solution.
That's just one way to play. Tate supports a normal style just fine. You're not required to let players control everything. I know because I asked Fred Hicks. Also ran a long Fate of Cthulhu gameIn theory it works great and a lot of people love it. I found it disappointing. It reduced the solution to any mystery to “whatever random string of words the players throw together when they roll high.” While it works as a game mechanic, it was unsatisfying in play, for me. But, I think that’s mostly down to having run a lot of Call of Cthulhu and wanting the mysteries to have set clues and a solution.
You might find older versions of fate more suitable, as they almost universally have more mechanical teeth to them than the absolute blandness which is Fat Core.In theory it works great and a lot of people love it. I found it disappointing. It reduced the solution to any mystery to “whatever random string of words the players throw together when they roll high.” While it works as a game mechanic, it was unsatisfying in play, for me. But, I think that’s mostly down to having run a lot of Call of Cthulhu and wanting the mysteries to have set clues and a solution.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.