Spirit of the Last War (Fate + Eberron)
I'd like to run a short Fate game set in Eberron, with minimal use of anything outside the Core rules.
Just to be clear: This would be a Fate game, not a D&D game using Fate to recreate the rules and tropes people might expect from D&D. The focus of the game would be Eberron and the Eberron-esque aspects we create for the world and the characters.
The point of using Eberron as the setting is that it's a pre-made magical-industrial setting, with a pulpy feel. It's got equivalents of most fictionalized eve-of-WWII-era story elements: fascists, mobsters, cultists, pirates, assassins, scientists, inventors, soldiers, private eyes, entertainers, corporations, air travel, train travel, skyscrapers, lost civilizations, supernatural monsters, iron giants, mysterious superweapons, etc.
We'd come up with the exact goals for the "episode," but I envision a group of better-than-your-average-Joe troubleshooters from various segments of society taking on whatever the world throws at them. Some would be warriors, sure, but there could be those who reflect any of the skills on the list. Burglars, scholars, merchants, pilots, inquisitives, reporters, gamblers, nobles, politicians, etc. I think I finally understand how Fate facilitates skills other than Fight and Shoot in dramatic scenes.
In terms of magic, my feeling is that it can mostly be handled by normal skills with magical trappings (magic missile is just Shoot, invisibility is just Stealth). Stunts, aspects can be used to extend normal effects into the paranormal, such as shooting around corners, or hiding (or allowing someone else to hide) in plain sight. Fate points, as always, would allow for effects that really stretch what the normal rules allow, such as telekinesis or teleportation. Magic is prevalent in Eberron, but it's not necessarily all fireballs or polymorphs, any more than all combat is howitzers and tanks.
Anyway, if you're interested, let's talk.