It's better because it doesn't feel like you're being screwed over by the DM arbitrarily deciding to pick on you. Instead, you get a benefit to go along with the bad stuff so it feels more...neutral. Plus, I think there is a difference between the rules telling you that something is acceptable in a game and the DM just deciding to do something on their own.I don't understand this new movement in RPGs. I have always done this, and without giving the PC anything in return except maniacal laughter. How is this better?
You can cancel the DM intrusion, but you have to not only reject the XP you are being given but spend one of your own to cancel it.Except with Fate points the PC has the option to refuse and instead turn a Fate point in to cancel the whole thing.
The main reason that I think it is better in FATE is because compels are based on pre-existing aspects. If you describe your character with the aspect TWO LEFT FEET, then its fun when the GM compels you to trip and fall while being chased by the villain because its emphasizing something about the character that you want emphasized.
For those of us who were unsure what it meant, Monte Cook's mentioned it in an interview on MTV:

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.