@Ratskinner Yeah. I ran a campaign in a homebrew world using Spirit of the Century (because Fate Core wasn't out yet) for maybe a year. I know how compels/invokes are supposed to work. I just felt better being more hands-off-the-characters, and only giving them Fate Points if I was fiating something in the story and using their aspects to do so. The players spammed their aspects pretty hard, but Spirit of the Century gives them more aspects and more Fate Points
I have to admit that the examples in the Fate Core book of compels feel to me like the GM is bossing the players and PCs around, in ways I'd resent the hell out of as a player (which is almost certainly why I didn't do that when I was GMing in the system) and which would lead to exceedingly carefully-worded aspects if I were playing. It also really comes across, in every example I've seen in the books and in this thread, as a more antagonistic GMing style than just about anything I've encountered in D&D (and I go back to 1E AD&D). Probably says something about the tables I've played at.
I have to admit that the examples in the Fate Core book of compels feel to me like the GM is bossing the players and PCs around, in ways I'd resent the hell out of as a player (which is almost certainly why I didn't do that when I was GMing in the system) and which would lead to exceedingly carefully-worded aspects if I were playing. It also really comes across, in every example I've seen in the books and in this thread, as a more antagonistic GMing style than just about anything I've encountered in D&D (and I go back to 1E AD&D). Probably says something about the tables I've played at.