I posit, sir, that you don't understand the system in question.
Oh, I understand the system quite well, thank you. I just don't break it when I play it.
Working the system IS explicitly something one is encouraged to do .... to a point...
Well, you said you broke the campaign. Clearly, that's beyond the point, now isn't it? This is what I meant when I was talking about not getting the point of the game. Recall that - I didn't say you didn't understand the rules, I said you
didn't get the point.
You're basically saying that you were part of a group endeavor, and then pushed beyond what others were ready to do, and broke it for everyone. Breaking things for other people isn't laudable, nor an indication that you know well how it is supposed to be used. Maybe, for that, you ought to give us a success story, not a failure.
Actually, in several older ones, you can compel yourself...
Not quite. So, setting aside the fact that "the rules allow it!" is the first approach of the rules lawyer....
FATE Core SRD said:
GMs, you’re the final arbiter here, as always—not just on how the result of a compel plays out, but on whether or not a compel is valid in the first place. Use the same judgment you apply to an invocation—it should make instinctive sense, or require only a small amount of explanation, that a complication might arise from the aspect.
What should actually happen is the player
suggests or asks for a compel, and the GM decides whether it is appropriate or desirable. If you are pushing the GM beyond their capacity to do that in a reasonable and balanced manner, you're not just "using the rules hard", you're actually abusing the people at the table for in-game benefit.
Further, and this is where your understanding seems lacking, trait creation allows free tagging
Oh, I understand that quite well. You are giving up an action (which can fail) to create that bonus. That part of it is pretty solidly balanced, and rather difficult to abuse. Much of the point is to get it so several members of the group creatively stack up a few, and hand off the bonuses to one of the group for the final blow. This isn't breaking anything - that's the way it is intended to function against major foes.
So, if that's what you were doing, again, this is more about relationship with the people at the table than anything to do with the rules. If the GM hadn't clued to how this was how the game operated, so the opponents weren't scaled well to what the system allows, it was contingent on you to
slow down, until the GM got up to speed.
You are telling me this isn't a storygame, while neglecting to note how it isn't like a highly balanced 3e or 4e D&D, where we can actually lean into the mechanics to keep things balanced and smooth. FATE, for example, lacks a CR system to tell the GM whether an encounter is an appropriate challenge for the group. The GM is largely winging it on the power level of challenges. FATE replaces the guardrails of balanced systems with player thoughtfulness.
Were you being thoughtful of the fun of everyone at the table as you broke the game?