4.Compels


4. Compels

4.1 What a Compel Is

A Compel is the GM offering a complication ahead of time. It’s tied to anything that counts as an Aspect (§1.1) — a PC’s Experience, Class/Ancestry/Community identity, an active Aspect, or an active Condition. The player gets Hope in exchange. Unlike invoking an Aspect, a compel happens before a roll, or separate from one entirely. It’s not a reaction to a bad dice result. Don’t use it as one — that would pay for the same beat twice, since Failure with Hope already rewards a bad roll.

4.2 Cost Structure

  • Offering a compel: free for the GM. No cost to propose one.
  • Accepting: the player gains 1 Hope, and the complication happens.
  • Declining: free. No cost, no gain, no penalty for saying no.
  • No targeting restriction. Compels can be aimed at any PC, no matter how much Hope they already have. The Hope/Fear caps (6 Hope / 12 Fear) already stop things from spiraling. An extra rule on top isn’t needed.

Example: Before a roll is even on the table, the GM turns to the warrior and offers a Compel tied to her Background answer — the scout she once adored, who hurt her. “He’s the one leading the patrol at the pass. He hasn’t seen you yet — do you hesitate?” She accepts, gains 1 Hope, and the hesitation becomes part of the scene. If she’d rather not go there right now, she can decline — no cost, no hard feelings. The GM just doesn’t offer that particular hook this time.