Oh I track all of that. Mentally, and I guess philosophically, I have held on to Fate “fractal” and how everything can be an aspect.
I use Fate outcomes to inform my narration of consequence. Effectively, every success creates an advantage or overcomes an obstacle or attacks something with intent to put it out of the scene, or defends against bad stuff up to and including being put out of the scene. Sometimes the dice or the PC’s creativity point to the need for a boost (ie the mechanic that goes along with a small temporary narrative advantage, for non-Faters) or even a “success with style.” Etc etc. the thing is, when they fail, approach and intention matter almost more than when they succeed.
On a fail when trying to sneakily (approach) open the fridge at night (intent), you gotta use narrative sense when interpreting those rolls. The approach is easy—avoid notice/detection—but what is my intent? Am I trying to create the advantage aspect of “extra snacks to befriend stray dog with” ? Or am I sneaking those leftovers out of the fridge to overcome the obstacle aspect of “too hungry to get a good nights rest”?
It makes a huge difference in adjudicating dice outcomes. Did I fail because I attracted attention (failed approach), or did I fail because the fridge was empty once I got it to it (frustrated intent #1) Or did I fail because the food I found in the fridge filled me up, but also was loaded with hidden caffeine?
There’s no way or sense in trying to plan all those intents and approaches and possible outcomes in advance of the session. I mean, a lot of sessions, I wouldn’t find out there was a fridge in play until it made sense to be there, or a dice roll said there’d likely be one.
But if you ask some clear questions before the dice roll, and have an idea of a few “aspects” or really just facts with mechanical benefit (i.e. since Evil Foster Fam live in a “Ratty Little House In a Ratty Little Suburb” it makes sense they’d have certain standard of living, the fridge is a given practically. But as to the question of whether there’s be any worthwhile leftovers at all, you could make a dice roll that reflected… oh I dunno, like it’s likely/Easy they’ll have something worth the effort in that fridge (+3), and between the above aspect and some other game truths, you can justify a (+2) for the default Aspect’s “stat” …yadayadayada.
This is the value of thinking about the game reality story mechanics in Fate but rolling in ICRPG. To me anyway.
I guess the root of this ramble is that Fate Accelerated is hella easy shorthand for session prep and tracking details over a campaign. And in the moment of GM improv, applying its two most basic tenets of how everything the PCs do boils down to using one of a handful of approaches to accomplish 1 of 4 basic intents… and every “game object” from my hunger to leftovers to the Evil Foster Rottweiler to the Ratty Suburb is an aspect and every aspect has a game mechanic attached to it… . It just frees up a lot of mental overhead.
Once you grok the principle, anyway.