With the new adventure edition, and the new Interface Zero 3.0 Edition being Kickstarted for it, I am seeing some ideas that I was first introduced to in various versions of Fate making their way into Savage Worlds, and I think that this is a good thing.
Fate and more specifically Fate Core had a lot of good ideas, but the system itself was not one that I ever really felt like I could do a good job of running. It always seemed more "loosey goosey" and I tend to want more structure. Which granted, you could do with Fate Core, but it would take a lot more work to provide, and I find it easier to just use the Savage Worlds rules.
The first rule that seems inspired by Fate that I saw in the Adventure Edition was the ability to use Bennies like Fate Points to "Influence the Story". This change as well as all of the other uses for Bennies means that I will have to work harder at making sure that I give out more bennies to fuel their usage for things other than soak rolls which I have had trouble with in the past.
The next thing was mentioned in the Adventure Edition, but only in how they relate to powers, but in the Interface Zero 3.0 Kickstarter, they are getting their usage expanded to cover cities and corporations. "Trappings" are a rule that goes quite a way back, and I never thought of them as being similar to Fate’s aspects, but after reading about their use, I see how they are, and that makes me excited to see what comes out of the Interface Zero 3.0 kickstarter from a rules perspective and not just the setting updates that are an important part of the release. Anyway, if you are interested in the kickstarter you can find it here. You can also find some articles I wrote about the 2.0 version here if you want to learn more about the setting.