First things first, I cooked up a milestone worksheet to go along with my milestone fractal post. You can grab it from Google Docs. Also, I had a couple of comments after finding a great discussion on fractal adventure design on ENWorld.
First, “fractal” may not be the most 100% accurate term for the practice of applying various attributes normally given to characters to…well…anything, but I think it serves as a very useful common term that does well enough to describe it.
To me at least, the “Bronze Rule” is something that I have always done in one manner or another. Need to know how hard it is to break down a door? Assign it some hit points. Now a lot of games have traditionally come up with their own subsystems for objects, vehicles, etc. Sometimes they work pretty much like an inanimate equivalent of a character attributes (structure points versus hit points). It’s still just an extension of the same mechanics.
What you don’t need to do, though, is give everything the same “stat block”. If you need to assign a skill to a village, there’s no reason to have to give it attributes, or a class, or whatever too. Again, lots of games have this sort of thing. It’s nothing new under the sun. The take-away from “fractal design” is to focus on what is important, and only bring out the things that you need to make it work. To sometimes look at things in the light of how important they are to the players, the table, and the story over the “correctness” of the mechanic. If it works to give a mob some Hit Dice and treat it as one creature, then run with it.
The fact that in Fate Core it’s possible to assign aspects to an adventure, or a campaign, or give the setting a stress track might be something that’s a little harder to model in other systems…but I can definitely see how just the awareness of these techniques will color pretty much any game that I run regardless of system. It’s a very handy tool to have in your GM toolkit, even if you already were using it but hadnever really quantified exactly what that tool was before.