I read the fate core rulebook and have started a somewhat rules light fate game.
The aspects and fate points seems interesting. Somewhat reminiscent of burning wheel, in a good way. Curious to see how it plays out, but I like systems that use mechanics to encourage the group to play into the drama they’ve decided matters to their character.
Something I hated from the book though was how they recommended setting the values for skill challenges. They actively recommended against trying to be objective, and more aim for how hard you want it to be…I hate this! Pragmatically I get it, but then like…why bother with the skill pyramid at all if the GM is encouraged to be like “hrm, this should be a player skill-2 type challenge…” I think being aware of how skillful they are in crafting encounters etc is obviously good, but always anchoring off of their skills in that way really rubbed me the wrong way.
These days I find myself with little patience for skill systems I guess. I think this is an area where PbtA shines in comparison.