I recently watched an abridged playthrough of a one-session Fate Core game on Tabletop.
In the session, the GM, Ryan Macklin, uses a version of compel I haven't seen before. Macklin essentially hands a player a Fate point and an aspect—potentially with free invocations and potentially temporary. The video calls these compels, but in my understanding of Fate Core, a compel can only be created by targeting an existing aspect; you can't create a new aspect with a Fate point.
Now to be clear, I'm not arguing that I think Macklin broke the rules (if there are such a thing as "rules" in a game of Fate!). In fact, I really like this spin on a compel. Macklin uses the aspects to drive the story and complicate the characters' lives, which is completely in keeping with the principle of compels.
My questions are these: Does this version of a compel have any precedent? Is this mechanic balanced?