Fairy Tale King
It's also kind of pointless, I'm with you on that one. The example doesn't really say anything about what makes Fate different from, say, D&D. And the "soft factors" seem awfully unclear. I'd say Fate is hardly "neutral" in tone and you can expect high player agency in any game I run, regardless of system.Well, having three separate entries for the dice mechanics is at least clear and uncontroversial, I suppose.
That said, trying to use GDS or GNS instead is a road best not taken.
I can see some purpose in having a system similar to one I've seen in board games, where you give little dots for stuff like "Tactics" or "Luck". You could do that for RPGs as well. Like:
- Character customization/optimization: ***
- Character development: **
- Tactical combat: *
- Metaplot: **
Stuff like that might be real helpful. I can roll any die all day, but I'd get out if I had a metaplot and a million character customization options...