This publication is an awesome way to explore the flexibility of the FATE system, and find sources of inspiration for any sort of game you want to run. The quick start adventure in particular was appealing, not only for use as is, but as a model for how you can prep an entire campaign with a minimum of work and a maximum of flexibility to allow for improv at the table top. The alternate rules section also gets into how you can swap the "notice" skill for a "survival" skill, which is perfect for gritty settings - but this section also offers some insight into how the game design developers see skills in FATE. This is fascinating for anyone interested in design, or the workings behind a great RPG.
[5 of 5 Stars!]