Great, thanks! What shape has the game taken over these five sessions?
Has it been mostly a game of the MC causing trouble and the players interacting with the MC's prep?
I definitely hasn't. Because, when I prep trouble, it's always as a consequence of something they did, or a distant consequence of something already in play, or to make sense of something I had to make up on the spot when they rolled a 6 or less. So it feels more like a game of them inviting their own trouble, and trouble inevitably honoring their invitation. It feels like an extended Fiasco, except that their hopes for success are much higher.
How does it feel different in play from, say, AW?
The main difference is in the kind of world they're interacting with, its feel and sheer scale.
AW was a "small world" game to us: no faceless crowds, almost everybody on screen had a name, everyone knew everybody. Outside this small circle, the world was a blank slate, with literally everything being possible. But, on the other hand, we were very serious about it being a SF game - a near-future SF game with an environmental main theme - and we very consciously kept to our real-world expectations. The threshold for our suspension of disbelief was a very strict "this could fucking seriously be our world 50 years from now". Plus our Maelstrom was fucking scary, arthouse horror film stuff, with a damn strong undercurrent of "something's wrong with both the world and our mind". Every PC's core motivation was to "fix" their world at some very fundamental level, and their own human frailty was what held them back - while, as the MC, I was concerned with highlighting what's wrong with our contemporary, real wold.
Our FV is set in city of 1 million people with a sophisticated culture and lots of social complexity. You can literally hide in plain sight in the middle of a busy marketplace, and there are such things as bureaucracy, etiquette, banking... It's less personal, less scary, more lighthearted. Very close to a cyberpunk RPG "sprawl", if you'll just replace hacking and the cyberspace with necromancy and ghosts (but not the mercenary hit squad, "go on missions and be betrayed by your boss" playstyle I've learned from the Forge many roleplayers associate with Shadowrun), And we're constantly talking about how the wider world works, in general. The opposite of a "small world". And while a lot of people are fucked up, it's also a place of beauty. The PCs are mostly concerned with bettering their own lot in life and fulfilling their own ambitions, some of them also with doing what feels right for its own sake, but they aren't trying to change the world in any fundamental way.
Also, in AW you have all these different playbooks meaning PCs each deal with their own, specific concerns, possibly on a wholly different scale. In FV they're all playing the same character type, for now at least (my understanding is that in the long term the various "modules" will become the equivalent of AW playbooks: a PC wizard establishing their own seclusium has very different mindset and perspectives than a PC who's leading a warband, say).
Have you tried my little magic hack, or are you playing it as-written?
Playing it as written, for now. But, to be fair, there have only been two spells cast so far over 5 sessions, one by a PC and one by an NPC, thus we haven't really felt the need for any added variety or flexibility.