Fate Misconceptions and Aspect Spamming
There are a couple things I’ve seen pop up again in the Fate community, which seems to pop up as new people discover Fate. People, you gotta understand two things about Fate:
To the people who say “It can do everything!” no, it can’t. Fate has a particular player dynamic and information economy that lends itself better to some types of play than others, much like how you can use a Leatherman multitool — which can cut things and screw in things and file things down — to bang a nail in, but that’s gonna take more effort and result in something less optimal than using a hammer.
Understand that when Leonard Balsera and I were sitting down to start the rewrite of Fate Core, we took this idea as a feature. We accepted that survival horror (where characters aren’t especially empowered), gritty combat (better executed by systems that give a damn about equipment), intense mysteries (where all the information creation is in the GM’s hands) are not strong suits in Fate. They can be done in Fate, so long as you also understand that Fate’s own sensibilities will twist them.
(Also, as a professional game designer, whenever I hear anyone say “this game can do anything/everything!” I hear “I don’t know what this game is about, and it does nothing especially well.” For of advice for those designing their own games: have a better answer or statement than that.)
To the people who say “Make it an aspect!” I wince every single time. To give a brief history lesson, Spirit of the Century had you go through five story phases of character creation, and come up with two aspects for each. Ten aspects was deemed too many — partly because GMs felt overwhelmed by the perceived (and incorrect) needs to keep all of them in mind for all players, and partly because creative fatigue meant that some of those aspects would either suck or just end up never getting used. The Dresden Files RPG introduced the high concept and trouble aspects, and pared down the five story phases to one aspect apiece. Still, seven was more or less slightly too many, so when we tinkered with Fate Core, we removed to story phases and brought the character aspects down to five.
That gave room for situation aspects (and to a lesser extent, game aspects) to shine. So when I see people say “oh, you want to do X? Just add an aspect!” I cannot do anything except see that as amateur aspect-spamming. This is especially true with people trying to model equipment.
Not everything needs to be an aspect. Some things are about narrative permission — you can’t shoot someone unless you have a gun. No aspect needed. Some things are just cool, like having (an example from a recent G+ post) a double-bladed weapon. And if something is really key to a character concept, then that’s a character aspect, stunt, or just something you note down when you make your character — not inherently an aspect in and of itself.
If something can be used or taken away and it is somehow different from most others of its kind, then maybe it’s a situation aspect — like the Fabled Double-sword of the Haleish or a cursed double-axe. Otherwise, you’re aspect spamming, and you’re breaking the information element of Fate’s economy.
Whenever you think “oh, this is another thing attached to a character, it could be an aspect!” stop, look at how that’s a high concept or other existing character aspect, or a stunt relating to privileged talent or extra (if it makes you better or different all the time, and not just on invocations), or decide if it’s just awesome color that you want to use to describe being interesting and badass. But don’t make it an additional aspect attached to a character except as a last resort. And maybe not even then. Your Fate games will be better for not aspect spamming.
Treat aspects, persistent and not, as their own economy. Having double-edged sword is as useful an aspect as I have arms — which unless having arms is unusual in your game world, isn’t worth taking up a precious slot of this actionable-information economy.
P.S. I realize we’re going to lose this war, but when you capitalize “Fate” as an acronym, it just looks ugly. We don’t do it anymore. Also, if you acronym-ize “Fate” in a third-party product, I’m going to assume that you’re either a joke or someone who isn’t a part of the Fate community trying to leech off of it.
 One of the struggles I had early with Achtung! Cthulhu’s Fate build was reconciling the pulpy nature of Fate’s player permissions with the horror elements of the Cthulhu Mythos. If not for A!C having a pulpy flair to it, that would be genuinely near-irreconcilable.