Ratskinner
Adventurer
Applying this to N'raac's example, then, we're being asked to think about a situation in which the GM frames the PC into a scene where s/he has to rescue some NPCs from a snake, and the GM (presumably) knows that player has not fate points left, and the GM then uses a compel to have the PC flee the scene and thereby fail in his/her goals in the scene. Even if the rules of the game allow for that - and as I don't know them very well I have to concede that they might - how does that possibly look like good GMing? To me it seems terrible - what's the point of framing the PC into a scene only to then resolve it, without the player ever engaging the action resolution mechanics, via a compel?
Agreed, that's why my first impression was one of unfamiliarity with the game. That is, such a thing might happen, but its very clumsy vis-a-vis Fate's typical functioning.
I also wonder - is there anything (rule or guideline) which discusses the use of compels to bring a scene to an end? The basic idea seems to be that it's about complicating scenes rather than terminating them.
The stated goal of a scene is "the players try to achieve a goal or otherwise accomplish something significant in a scenario." The advice a few pages later is to end the scene as soon as that's resolved. I definitely agree that complicating scenes (or framing them in interesting ways) is the primary purpose of the compel mechanic. There is no particular advice about using compels to resolve such a thing. As above, I'd say its bad form...that is, it creates a "non-scene" rather than scene, for the DM to use it as presented in the scenario. However, I could envision a situation where the GM uses compels on situational aspects (that is, aspects attached to the scene, location, setting, etc.) especially ones that have been created during the course of the scene like: The fire is spreading! to compel the characters to leave a building without attaining their goal.