Hi,
"I don't understand what you are saying when you don't use the concept of monsters not having freewill. It seems that all you are saying is that you give them their own drives and ambitions. That seems like rules as written to me. They all have their own drives and ambitions, and as you said they are linked to what they are (Ghouls love flesh, Vamps blood)."
I think that any creatures drives and ambitions are going to be linked both to what that entity is, and also how he or she sees him/herself. I.e. for me, part of my various drives are biological (sex, food, shelter) and part are linked to how I conceive of myself (student, nurse, writer, RPGer, pet person). If I allow PC's to work from "both" and NPC "monsters" only the former, it makes for a boring campaign. Think about Vampire the Masquerade - much of the ... coolness of that world comes from having a very strong nature that is easily lent to "evil" and transcending it, or shaping it in some way.
"For instance you can have two NPC ghouls, both are based off the listing in the book, but you make one the leader, and the other the muscle. To have the game mechanics reflect this, you give the leader the aspect, "Master of Control" and a FATE point, and the other just gets "Quick to Attack". You now have two very different ghouls. The lesser one can be quickly tricked into aggression that the Players could use against him, the other would be much more resistant to such ploys."
First point: I run a very ... detailed and low "kill" campaign, so any given group of ghouls probably won't get "killed off" for game months or years, or maybe not ever. so they will most likely end up with (even if they don't start with) many aspects - in the same way as PC's do.
dian