Here are the failure points in Fate that I have identified/heard of/seen:
- Attention Whores - since one player gets the benefit (Fate Points) for their character screwing up, you can get into a lock down situation where an attention whore player ends up collecting an ass tonne of Fate Points for getting the whole team captured and then everyone has to sit down and wait for that player to get around to rescuing them again because they are the only player with enough Fate Points to do that.
- Wall Flowers - if you don't speak up, you don't tend to get Fate points. Which means it's hard to spend them too. While the incentives run towards getting really involved, some players genuinely need turns and explicit options/powers to get them to do that. Those players will not have fun playing Fate or anything like it.
- Favoritism - like all rules light games, the difference in effectiveness between a player whose ideas get approved and a player whose ideas do not is night and day. Favoritism is always a problem in every game, but in games with less hard and fast success benchmarks, the effects are magnified.
And tactically, the game's handling of tactical situations is bad. Darkness, cover, treacherous footing... the Fate economy does not handle those things well. Period. If you are looking for a robust and interesting tactical game, Fate is not that game and you should keep looking. It is also not good for "serious" stories. People recharge their primary in-game resource through self deprecating low comedy. If the mood you are looking for is "grim horror" or "tense excitement" then Fate is not that game. It can do Indiana Jones because comic pratfalls can and should happen at any time. But it's not good for Noire because comic pratfalls will happen at any time, and that seriously ruins Sam Spade's idiom.
That being said, Fate handles some things very well:
- The Newbie - The game is very abstract, and the answer to "does this work?" is almost always "yes." This means that the uncertain player sitting down at the table who hasn't read the rules and maybe hasn't played an RPG before can get right in and have a great time. They can move the story forward and save the day - all without really knowing what the available abilities are or do.
The Drama Queen - You know the guy, he insists on making a character who has some bizarre flaw and doesn't have any of the "typical" abilities of characters in his nominal role. It's more "dramatic" or some shit. And in most games, this guy comes off as an asshole millstone around the neck of the rest of the party. But in Fate, having a bunch of bizarre traits and even strictly negative traits is totally fine. The Fate economy ensures that your ability to accomplish things is in now way ultimately impeded by having a bunch of negative or off-the-wall traits.
The Rules Encyclopedia - The player who has read the entire game and all the supplements three times through has basically no advantage, since the ability activations are off-the-cuff and the available options are free form. This means that veterans don't feel obligated to puppet other players through chargen and don't necessarily dominate the action.
-Username17