Samus Aran:
engine:
Isn't a torch a torch? I'd be willing to make a torch (or not) a general aspect that can be compelled to matter. No need to get too fancy there.
Anything can have aspects, so if I wanted some distinction between torches, I'd use aspects. At the outset it would just be a torch. If the character were knocked into a puddle, I might put "Guttering and Flickering" on the torch, or maybe "Sopping Wet" which makes it more difficult to relight. If something results in the players taking too long the torches would start "Burning Low."
That sounds cool. That's the sort of thing I thought would help create a really atmospheric game, interacting with the environment and doing a rather dynamic, tension-filled scene.
Unless the mechanics are actually used, though, this is just description. Things need to happen that make those aspects matter.
I watched the trailer and it seems basically like a puzzle game. Maybe things get more free-form after the learning level, but it generally seems like it's linear, with a solution to be found at each step. There's not much that you'd roll dice for if it were an RPG. Which is fine, except that you don't need Fate or any ruleset at that point.
But if you're only taking the game for inspiration, then I guess I could see it.
The rats would be an obstacle and they'd have some standard aspects like "Afraid of light" and "Ravenous." Guards or looters would have "None too bright" and "Armored goons." To these, you'd add other aspects like "Searching the area" or "Drunk as a skunk," for guards, and "Waist deep" or "Unusually bold," for rats. In dealing with the obstacle, the players and referees could compel those to make things harder or easier.
For instance, if a room contains some "unusually bold" rats, then the referee can spend a fate point to make some of them approach despite the light, requiring more light, some loud noises, or the like to overcome their boldness. I'm not sure what skill that might entail, which makes it a tad tricky.
It might not involve skills so much as fate points. Players can declare details for the use of a fate point, so in that situation they might put an aspect on the scene like "bags of flour" which lets the create flashes by throwing the powder through the torch. Or whatever. They spent the fate point, so they make it through.
As fate points run out, they'll need to get them back. I guess characters could have aspects that are related to fears or responsibilities, and when those are compelled, they'd get their points back.
Samus Aran:
engine:
I'm not sure how one would make that a "fact."
I didn't watch the video, but what you're describing here makes it sounds like a puzzle game. Draw the rats from one area, to clear another area to sneak through to grab the meat that you can use to lure the rats to another location, etc. If that's what it's like, don't think Fate would be good for that, since nothing is absolute. A situation might play out in vastly different ways depending on rolls and fate point expenditure.
More like, would you suffer a complication (or Consequence? I'll have to check the term again) in abandoning an objective? Or suffer one to accomplish something (rats injure you or break into a stronghold, etc.)?
Consequences are generally suffered as a result of losing a Conflict, but I suppose they could be the result of failing or partially failing a Challenge. I think this game would mostly consist of Challenges.
The wood pile is Rotten so it won't burn for long. Athletics to move across the terrain quickly, Notice to find the fire-making materials quickly, Craft to concoct an igniter in time, maybe Shoot to place additional flames where you need them. Fail on one or two of those, and while you're out of danger you're not where you were trying to reach, and the guards in the area are "On High Alert." Compel you "Nose for Trouble" aspect on your Notice checks and your "Longshanks" aspect on your Athletics check, because the referee is going to up the difficulty with the "Troublesome Flocks of Crows" and "Sucking Mud" aspects.
Yeah, it could work. Good luck. Be sure to pick up a free copy of the rules or read the SRD.