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(+3)

This is great! I like how the text doesn't imply the need for a GM, while letting you have one if you want.

I think a simple play example would be helpful, for instance explaining how a character would succeed or fail in a situation where they have applicable tags vs no applicable tags, especially if they have low Kismet.

I could picture myself becoming over cautious after rolling a 19 or 20 and not participating much. Unless I was told that I don't risk much rolling for something my character is really good at, essentially resetting my Kismet at a low cost. 

The game for me would be to find such an opportunity for a low risk roll before danger shows up again.

(+2)

Thanks, Eric!

Indeed, an example of play is one of the goals of the expanded version, as well as optional rules on how to make tags mechanically relevant.

But you grasped the premise really well. I personally enjoy the idea of watching players seeking in-game opportunities for "resetting" the Kismet in lower-stakes scenarios. Game the game! 

The original idea of not having tags influence the die roll is to avoid the "is this tag applicable?" conversation that permeates similar games. Nothing wrong with that, I just wanted a faster approach, tags as a roleplaying compass.

But I understand your point and I shall address it with the upcoming optional rules!

(+2)

Yeah, counting tags and negotiating their relevance isn't a game I'm enjoying. Using them for description only is a less demanding/tense way to do it.