Lichtbringer wrote:The Fate philosophy (if there is such a thing) is that you first decide what you want to do and then you (usually the GM) judges how to express this in rules.
Thus, the newbie only has to declair their intent, and I tell them, how this will be handled.
That's good and grand and has nothing to do with my point.
Fate, as an engine, is a narrative simulator. Alice takes her lumps in act 1 to have the resources to triumph in act 2. Bob is given chips for playing to the archetype created by his aspects and Carol is taxed if doesn't want hers to cause complications for someone else. The game wants you to load Chekov's gun with your aspects, play to your consequences, and edit the scene to fit your needs by placing aspects.
A player who groks how all of these different pieces fit together will have a blast. Someone who doesn't will be miserable. Because Fate's subsystems are so tightly integrated it's difficult if not impossible for a new player to analyze why they liked or disliked Fate, so they write off the hobby. I know this because I've had to do rehabilitation games with new players whose introduction was Fate. Their experience wasn't bad in the "GM was a jerk" sense. They just didn't enjoy it and couldn't explain why because of how Fate operates.
It's an amazing start for the right people. But you have to pick those people extremely carefully.