Ratskinner
Adventurer
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That's the way is supposed to work. That is, the GM intentionally and knowingly using your aspects to design the scenario. A Retroactive Compel is used for (basically) when the GM forgets or overlooks that he's doing that:
In my games, that usually takes the form of a player saying "Oh! Hey, I've got <such-and-such> aspect, does that get me Fate point?" To which the answer is sometimes yes and sometimes no, depending on whether the situation (see below).
You need to consider whether the situation fulfills (or can fulfill) the circumstances as presented in the two example compels (there are other similar formulations that other folks use.) It is explicitly not just when a monster shows up, but only when it causes problems for the character of the types that you can work out with those fill-in-the-blank phrases. In the big snake scenario presented, both are true for that character's aspects...hence he can collect two FP. Rather than a trap, the situation is a bit of bonanza for the PC, the innocents and the snake trigger two aspects at once and its not clear that either would alone! That bit of story is focusing intently on that PC's aspects and is precisely the kind of thing that the whole FP economy is designed to encourage. However, if he is just walking through the marketplace and I unthinkingly narrate walking past an inconsequential snake charmer, that doesn't net him a point, because it doesn't fill in the rest of the blanks very well:
You have Why did it have to be snakes as an aspect and are walking through the marketplace, so it makes sense that,
unfortunately, there is a snake charmer would happen to you. Damn your luck.
In that case, the existence of the snake isn't presenting a problem for the character, and hence no FP/compel. Which is not to say that the GM or player couldn't suggest such a compel vis-a-vis the second formulation:
You have Why did it have to be snakes as an aspect when you see a snake charmer while crossing the marketplace, so it makes sense that you’d decide to swing to the other side of the plaza to avoid it. This goes wrong when the thief you're tailing uses that opportunity to escape. (or some other adventure-appropo mishap)
However, that's different from what we were seeing in the scenario as presented. That scenario easily triggered both aspects as I noted in the previous post.
With Why'd it have to be snakes?,I think we are all relying on Indiana Jones' phobia as the inspiration. If a player took an aspect like Why'd it have to be monsters? in a fantasy game I'm running, I'd first make sure that they were intending it that way. Then I would beat on that aspect like bongo drum. Every single monster has a ready hook to invoke to add damage or insult to injury. Every...Single...One. IMO, that would be awesome theater: an adventurer who fears monsters?...hilarity ensues.
If on the other hand, the player intended that they hated snakes in the way you describe, then I'd ask that they rename that aspect to better reflect that. If you have Snakes enrage me! or The only good snake is a dead snake those are good, too. I can envision ways to both compel and invoke either one.
Actually I think your understanding of a compel is wrong.... compelling an aspect is a pro-active action.
That's the way is supposed to work. That is, the GM intentionally and knowingly using your aspects to design the scenario. A Retroactive Compel is used for (basically) when the GM forgets or overlooks that he's doing that:
Fate Core said:Retroactive Compels
Sometimes, you’ll notice during the game that you’ve fulfilled the criteria for a compel without a fate point getting awarded. You’ve played your aspects to the hilt and gotten yourself into all kinds of trouble, or you’ve narrated crazy and dramatic stuff happening to a character related to their aspects just out of reflex. Anyone who realizes this in play can mention it, and the fate point can be awarded retroactively, treating it like a compel after the fact.
GMs, you’re the final arbiter. It should be pretty obvious when something like this occurs, though—just look at the guidelines for event and decision compels above, and see if you can summarize what happened in the game according
to those guidelines. If you can, award a fate point.
In my games, that usually takes the form of a player saying "Oh! Hey, I've got <such-and-such> aspect, does that get me Fate point?" To which the answer is sometimes yes and sometimes no, depending on whether the situation (see below).
The other way you use aspects in the game is called a compel. If you’re in a situation where having or being around a certain aspect means your character’s life is more dramatic or complicated, someone can compel the aspect. That aspect can be on your character, the scene, location, game, or anywhere else that’s currently in play...
In order to compel an aspect, explain why the aspect is relevant, and then make an offer as to what the complication is.
The last part clearly shows the GM has (the choice, hence the word "can") to make an offer on a specific complication concerning the aspect, it's not enough that a giant snake is there, that isn't the complication that the offer is being made on. The snake isn't in and of itself a complication created by the compel... the snake is there, the compel has to be a situation the GM specifically offers a FP for.
You need to consider whether the situation fulfills (or can fulfill) the circumstances as presented in the two example compels (there are other similar formulations that other folks use.) It is explicitly not just when a monster shows up, but only when it causes problems for the character of the types that you can work out with those fill-in-the-blank phrases. In the big snake scenario presented, both are true for that character's aspects...hence he can collect two FP. Rather than a trap, the situation is a bit of bonanza for the PC, the innocents and the snake trigger two aspects at once and its not clear that either would alone! That bit of story is focusing intently on that PC's aspects and is precisely the kind of thing that the whole FP economy is designed to encourage. However, if he is just walking through the marketplace and I unthinkingly narrate walking past an inconsequential snake charmer, that doesn't net him a point, because it doesn't fill in the rest of the blanks very well:
You have Why did it have to be snakes as an aspect and are walking through the marketplace, so it makes sense that,
unfortunately, there is a snake charmer would happen to you. Damn your luck.
In that case, the existence of the snake isn't presenting a problem for the character, and hence no FP/compel. Which is not to say that the GM or player couldn't suggest such a compel vis-a-vis the second formulation:
You have Why did it have to be snakes as an aspect when you see a snake charmer while crossing the marketplace, so it makes sense that you’d decide to swing to the other side of the plaza to avoid it. This goes wrong when the thief you're tailing uses that opportunity to escape. (or some other adventure-appropo mishap)
However, that's different from what we were seeing in the scenario as presented. That scenario easily triggered both aspects as I noted in the previous post.
This is like saying if one of my aspects is "Why'd it have to be monsters" in a Fate D&D inspired game... I'd get a FP every time a monster appears in a scene. that makes no sense... the GM has to pro-actively contrive a specific complication around the aspect and formally offer a FP for it. I mean the snake being there in Fate could just as easily be invoked by the player as a positive... "Why'd it have to be snakes?"... I hate loathe them so much sometimes I go into a murderous rage and attack them relentlessly (spend my Fate point and give me my +2)... that's why a snake just being there isn't anything until someone chooses to compel (or invoke) that aspect in some way...
With Why'd it have to be snakes?,I think we are all relying on Indiana Jones' phobia as the inspiration. If a player took an aspect like Why'd it have to be monsters? in a fantasy game I'm running, I'd first make sure that they were intending it that way. Then I would beat on that aspect like bongo drum. Every single monster has a ready hook to invoke to add damage or insult to injury. Every...Single...One. IMO, that would be awesome theater: an adventurer who fears monsters?...hilarity ensues.
If on the other hand, the player intended that they hated snakes in the way you describe, then I'd ask that they rename that aspect to better reflect that. If you have Snakes enrage me! or The only good snake is a dead snake those are good, too. I can envision ways to both compel and invoke either one.