I think applies to some of what @
Umbran is objecting to in my formulation as well.
Makes sense too. In particular I agree about the functional equivalence. From the player's point of view, why should it make a difference when the GM decides that the innocent NPCs are threatened by a giant snake.
It's not functionally the same. It's not about when or if the GM decides the innocents are in danger... it's about whether that ....
The existences of retroactive compels effectively makes Fate Core a highly functional "No Myth" narrativist game, AFAICT. The text on p.74 makes no distinction between "Event" or "Decision" compels and their use in retroactive compels. It also explicitly encourages GMs to hand out Fate points rather liberally for such things; "-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." (Fate Core, p. 74, emphasis added)
There are a few things wrong with your example above...
1. this isn't the situation we discussed.
No, but it demonstrates that Fate Core expects players to be proposing "Event" compels before Narrative Action is even taking place in a scene, that is, during framing. The GM proposes his first "hook" and the players suggest modifications that are effectively retroactive "event" compels. Earning FP without complicating any existing situation, but by creating one. The GMs suggestion for the opening scene (if he has one) isn't established until its effectively agreed upon at the table. Since this can also happen retroactively via retroactive compels, the framing of the scene is always available for FP mining. This means that the nature of the opposition is a viable source for Event compels. It is not, as in traditional games, merely the province of GM decision/design and beyond the players' reach.
Consider the example text immediately below the quote I gave (Fate Core, p.239). The PC wizard Zird is in the public bath, and his
Rivals in the Collegia Arcana divine that it is the perfect time to catch him without his magical gear. Zird has no other established goal (this is the first scene of play) for this to complicate. The compel is completed (and the Fate point given) before any action is taken, and Zird is not required to do anything to receive said FP. He
is caught without his magical gear and whatnot, but that is merely flavor with no mechanical weight (the magic system he is using is conveniently on p. 275 and mentions no gear requirements.) If I understand your thinking @
Imaro (and possibly Umbran), Zird shouldn't get the Fate points, because the GM was planning on pestering him anyway (he is a PC, after all), yet the text says he does.
2. this still isn't creating an actual complication for the character, all he is doing is switching one monster out for another... How does this in and of itself complicate the situation?? (This is what is necessary, as so many have tried to explain in this thread, for a FP to be given).
3. Whether it's a big or little snake again doesn't matter unless it creates a tangible complication that wasn't in the situation as it stood before.
Complications to the characters life don't have to be the result of compels, they
can just happen. Changing it to the snake makes it a viable compel on the
snakes aspect:
You have
Why did it have to be snakes? as an aspect and are trying to rescue these people, so it makes sense that, unfortunately, you find them and an Ogre/Bandit/not-snake is threatening them. Damn your luck.
vs.
You have
Why did it have to be snakes? as an aspect and are trying to rescue these people, so it makes sense that, unfortunately, you find them and a giant snake is threatening them. Damn your luck.
(If the family and
Defender aspect both aren't present, it might not matter, anyway, because that would remove the need to confront the snake. Simply finding a huge snake by itself, wouldn't, IMO, be enough. If the character has other motivation/need to get past the snake, we don't know that from the scenario presented.)
More to the point, there
is no monster to "switch out." The character rounds the corner and voila, there it is; snake, ogre, bandit, bandersnatch is undetermined until all the possible compels and whatnot are shaken out and the scene framing is complete. The existence of any opponent at all is (presumably) a bit of complication to <whatever motivation brought the character to wherever he his and what he's doing there>. However, the fact that its a large snake now means that it fits the "event" compel formulation for the character. Whether the GM had planned the encounter before and modified it, made it up on the spot, or it was suggested by the player is irrelevant.
To be clear, I think this kind of thing has evolved in Fate over time. The earliest versions were fairly straightforward with scene framing happening in a much more traditional manner. Some of the non-Evil Hat versions have impacted this as well. Its also not for everyone, to be sure, and Fate still works in that traditional manner.
I'm also not 100% certain that this means that a Fate GM can't ever force a character to accept a compel when he has no FP. But forcing a particular de-protagonizing action on a character seems against the spirit, if not letter of the rules as presented in Fate Core:
In order to compel an aspect, explain why the aspect is relevant, and then make an offer as to what the complication is. You can negotiate the terms of the complication a bit, until you reach a reasonable consensus.