Table of Contents
Compels
Compels in 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.