I think that one of the reasons that Zelda is a good setting for Fate is because advancement is horizontal rather than vertical. In other words, instead of zero-sum increases to power level as in other games, Zelda is about using your tools in unique ways to solve the problems. I'm talking mostly about aspects as permissions, as far as translating that over to Fate:
- You have the Magic Hammer, therefore you can use blunt force to flatten enemies and stakes.
- You have the Hookshot, therefore you can grab things that would normally be out of reach.
- You have the Bow and Arrow, therefore you can attack enemies at range.
The problem I'm facing right now is that aspect spamming is bad. A campaign that is modeled specifically after Zelda universe would have about 10-20 magic items for the players to find in various dungeons, which means that by the end of a completed game, each character would have 3-6 additional item aspects taking up space on their sheets.
So my question is: How should I handle magical plot-relevant items that are acquired as the campaign goes on? If they are few-and-far-between and plot-relevant, is it okay for me to devote so many bonus aspects to them?