When I encounter a GM who has like pages of lore, I’m always like “Would you rather write a book?”
Stuff like this can be very good, but be aware there are some players who hate this. Some people just want to be told a story, and if you ask them to be too creative they’ll have a bad time. Sometimes it’s because they’re new and nervous, but sometimes that’s just how they are.
Also some players just routinely have difficult ideas that don’t mesh with the group. Like everyone else is vibing on a serious dark modern day vampire political game, and they’re like “I want to be a ninja turtle from Mars with a reanimated dead fish for a head”. Like, what. Maybe some people enjoy “zany” off-theme stuff. Not me.
Or the player that always wants to be themselves. Or an amnesiac.
Gosh I’ve had so many players I didn’t enjoy.
Anyway. Player input is also built nicely into Fate, both in campaign creation and scenes. I’m a fan. Spend a fate point and declare a story detail like “every Razer Space Technology office has a helipad with a chopper ready to go. It’s because the CEO is weirdly hands on and loves helicopters.”
I’ve tried this a couple times with limited success.
Those were then bumped up or down depending on if it was “budget”, “consumer grade”, or “corporate grade”. Hacking into some nobody chump’s security system from across the street is something the hacker PC get done for free with a little luck. Hacking into the ASI Corporate HQ maglock door subsystem from across town would be a feat of legend, not something someone can likely do just off the cuff.
I do like that Fate encourages players to do some preparation for hard tasks. Have someone use their talky skills to talk up some junior workers, and learn something about the network. That’s an advantage you can invoke. Have someone spend resources to bribe someone, that’s another advantage.
A problem that’s come up each time I’ve tried this kind of game is not having a shared understanding of what “hacking” can do. Fate kind of helps here because the actions are kind of agnostic about what skills are creating them. If you’re trying to remove someone from the scene, that’s likely an Attack whether you’re using “hacking” or “fight” or “intimidate”. The hacker might fake a text from the boss telling the bouncer he’s fired where the bruiser might just deck him, but they go down the same kind of mechanical funnel. The tactical considerations for the players comes from like “what looks like a softer target: his face or his phone? is anyone going to see?”