Delayed Consequence Decision Compels
Or: I know I'm going to regret this, but...
So, I was running my Fate Core game last night - a hard-ish sci-fi action-adventure game - and one of my issues with the presentation of compels in the Fate Core rulebook finally clicked into place for me. A bunch of times during the session, I looked at a situation and my list of character aspects and went:
"This would be a perfect place for a decision based compel, and there's a clear consequence. But... It feels wrong to cut straight from the decision to the consequence. We're at the decision point now. The players haven't seen it, but this is an interesting direction for them to follow that's in line with some Aspects. But there's a bunch of stuff that's worth playing through en route to the consequence. I could cut straight to it, but that feels unsatisfying. What should I do?"
In situations where the players see the potential for the decision and pursue it, this is a natural retroactive compel - they go do a thing, consequences pop up, slide a Fate Point across the table, point back to the decision and their Aspect, and Bob's your talking skull.
In situation where the player doesn't see the potential for the decision, how do you handle this?
I think the way I'd like to handle it is:
* Compel the decision and turn over a Fate Point, essentially as a pointer to "interesting content and consequences this way!"
* Play through the intervening narrative, with success or failure determining other costs or parameters of the inevitable consequence.
* When play hits the appropriate point, roll out the consequence, clearly point back to the decision, and... Turn over another Fate Point as a cookie for playing along?
Are there obvious pitfalls here I'm missing? Is there a reason to not do this? Have you ever run into this and, if so, how did you handle it?