Compelling with situation aspects

Just like with every other kind of aspect use, you can use situation aspects (and by extension, game aspects) for compels. Because situation aspects are usually external to characters, you’re almost always looking at event-based compels rather than decision-based ones. The character or characters affected get a fate point for the compel.   Here are a few examples:   Because the warehouse is On Fire, and the player characters are trapped in the middle of it, it makes sense that, unfortunately, the ruffian they’re chasing can get away in the confusion. Damn their luck.   The manor house Cynere is searching through is Littered with Debris, so it makes sense that, unfortunately, the city guard is going to arrive there before she finds what she’s looking for, which will leave her with a lot of explaining to do. Damn her luck.   The ancient library Zird is currently working in has Layers of Dust everywhere, so it makes sense that, unfortunately, while he might be able to find the information he’s looking for, the bounty hunter pursuing him will know that he was here. Damn his luck.

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