@Thenomain said in Adapting FATE for MU*s:
I think the takeaway here is that the more a game system is geared toward storytelling, the harder it will be to adapt to Mu*.
That seems like a particularly ironic statement for a hobby built around storytelling
I would say it's more about subjectivity than storytelling, but they're definitely related. The more subjective a system is, the harder it's going to be to achieve consensus and balance among strangers.
Example: FS3 is also geared toward storytelling. It gets criticized because chargen is subject to the whims of the approval staff and can be min-maxed. Those same problems are magnified like 1000x when you not only are debating whether Joe Viper Pilot should have "Good" or "Great" in Piloting, but also debating what sorts of aspects and stunts he has.