====== Compels ====== Compels in [[start|Fate Accelerated]] let [[Players]]’ aspects create interesting challenges or complications in the story. The **GM (or AI in Questies)** looks for opportunities where a Player’s aspect could lead to trouble or make things more interesting. For example: * A character with //"Hotheaded Adventurer"// might be compelled to charge into danger without thinking. * A character with //"Sworn Protector of the Innocent"// might be compelled to help others even if it puts their mission at risk. When a compel is offered, the Player decides whether to accept or refuse it. ==== How Compels Work in Questies ==== * **Accepting a Compel**: If the Player agrees to the complication, they immediately gain a **Fate Point**. The challenge or setback becomes part of the story, and the Player has a resource to use later. * **Refusing a Compel**: Unlike in Fate Accelerated, there’s (currently) no penalty for saying no to a compel in Questies. The story simply moves forward without the suggested complication. Players can also **self-compel** by asking the GM to offer a compel based on one of their own aspects. For example, if a Player feels their //"Reckless Daredevil"// aspect should lead to trouble in a specific situation, they can suggest a compel and earn a Fate Point if the GM agrees. ==== Why Compels Are Important ==== Compels encourage Players to embrace their characters’ traits, even when it makes things harder. Accepting a compel isn’t just about earning a Fate Point—it’s about creating more meaningful and fun moments in the story.