I am perhaps wrong in this regard but I am viewing aspects as anything that modifies the game and is not a skill. So things like advantages/disadvantages are traditional aspects. I want to avoid making anything an aspect that would be better represented by a skill. My system is skill heavy.
Aspects will generally modify skills. The game has the skill "Fight", for melee combat. You might have an aspect "Champion Boxer". It'll probably be useful when you use Fight when trying to punch an opponent, and won't be useful when you're trying to stab them. But, it may also be useful for dodging ("Float like a butterfly, sting like a bee") or getting hit in the head repeatedly
I do not want to come across as belligerent so please do not take me that way. I see words like "collaborative story" as code words for a particular playstyle. A style not really my cup of tea though I could see it being popular with many people.
You're being vague enough that it is difficult for me to tell what about it you don't like, so that it is difficult to say if FATE in practice is problematic in the way you fear.
I prefer a game more focused on setting and overcoming challenges to complete goals. Pretty much I want actor stance all the time. I also want to avoid metagaming.
The thing is, setting, overcoming challenges, and goals, are orthogonal to the collaborative story aspects of FATE. You can have both. The collaboration in FATE comes largely from the occasional bit of negotiation between the player and GM over short-term developments. Depending on your variant, there may be some world-building collaboration as well.
Again my sloppy use of language. I think I understood that it had to matter or you don't get the fate point. The DM wants to make your Aspect hurt you and you accept the fate point as a result. This is far better than a game like Numenera where you can buy off these compels.
The player in FATE can buy off compels on a case-by-case basis, and it is kind of costly. In my experience, it doesn't happen terribly often.
I was thinking that if you had a limited resource pool that refreshed between combats that it could represent stamina or energy. So you are able to give an extra effort only so many times per encounter.
In FATE, the characters do have a pool, and it does refresh - it just does so at natural break points in story, typically between sessions. The points are a resource typically managed on a longer timescale than one fight.
I probably would just not have fate points in the non-combat areas of the game.
So, if the dwarf wants an aspect "Master Locksmith", you'll either say they can't have it, or it only applies if they are trying to unlock a door in combat? That is so very limiting to character concepts.
As compared to D&D rules, FATE is rather weak in its tactical combat details and options in the rules themselves. It is, however, much stronger than D&D in its social skill and other skill options. This is seen in FATE Core's
Default skill list. There are 18 skills. There are only *two* (Fight and Shoot) that are unambiguously combat skills.
Now, this is not definitive - the game specifically says that if you are making your own setting/game out of it, you should have your own skill list. But, if you are looking at the rule set to determine what it is good at - this game by default has more social-skills than combat skills! So, putting the focus on "in combat" is perhaps throwing out the baby with the bathwater. FATE recognizes a whole lot of challenges that aren't "combat", and generally treats them on equal footing to combat, using the same basic mechanics.
A great deal of the interesting things in a fight come not out of the rules, but the Aspects on the characters and scene. Conflict is more about interacting with the reality in the situation, than in interacting with the rules.
Yep. I really do get it. Especially after your explanation above. It is an elegant way of doing flaws no doubt. I just don't prefer it for my own games. I like the idea of the compel but I don't like the fate points it generates. If it could generate something else like may experience points that might work. Experience points are pretty much outside the game as they won't come up in a session. They won't affect the actual game other than the advancement rate. Not sure this works. Just playing with ideas. That is why I posted. Just to chew on ideas with other people.
As previously noted, most FATE variants don't tend to do "advancement" very well. The games typically don't have "experience points". When you hit stopping points in the narrative (like the ends of chapters or books in novels), the characters get a chance to swap around skills, rename aspects, and such. At really major break points, they may get a point in a skill, or get a new stunt. You could say the game is typically more about character development than advancement.