Caffeinated alien Tag-Activated Gameplay System

Tags

As its name implies, TAGS has a central focus on the concept of a Tag: a one or two-word phrase describing something. Anytime a description is given, someone modifies something, or an effect takes place, the subject is tagged to mechanically describe the concept.

Examples

Tags can be nested on objects, link to other entities, and layered in any way that makes sense. Each Tag can affect a given roll positively (+) or negatively (-). In many cases, a Tag offers some benefit at the same time it could be detrimental; in these cases the Tag is neutral (=) and not factored into actions.

Example

A Brute carries some Armor that is Heavy, making movements more difficult with a negative (-) effect. If they equip the armor, however, they gain Armored (+) as a factor for incoming attacks against them, and can additionally benefit from more protection with Heavy (+) when movement is not a factor, making the movement penalty potentially worthwhile.

Intentions

When a Player describes an Intention—a broad action or scene approach—they first determine Rating:

Example

The character that Knows Chemistry (+) is In a Hurry (-) faced with assembling a concoction from a Meager Supplied (-) science lab. They’d roll with a -1 Rating total.

The Rating determines how many dice (of any size divisible by 4) are rolled:

Example

With the -1 Rating, the chemist will roll two d4 and use the rating from the lowest result.

Using the single effective die result:

d4d8d12d20Result
47–810–1216–20Success, described by the Player
35–67–911–15Mixed success, described by the Keeper
23–44–66–10Minor failure, described by the Player
11–21–31–5Failure, described by the Keeper
Example

The chemist rolls well on their two d4s: a 3 and a 4. With a negative Rating, they use the lowest single result: 3. Their mixed success is described by the Keeper.

Outcomes can be simple positional or narrative updates, and/or can result in new Tags being created or destroyed.

Conflict

When it makes sense, scenes can be broken down into turns. Every round, each participant rolls Intention based on their involvement, and acts in descending order:

Each character takes an action on their turn; something that can be done in ten seconds or less. Characters within the same success level act more or less simultaneously.

The Keeper does not roll for NPCs: their action is described, and any affected Player characters can roll Intention to react.

Damage and harm are narratively described with Tags. Objects and characters persevere only while narratively reasonable.

Example

Mike, a lone martial artist, is accosted by a mugger with a knife in a dark alley. Refusing to flee, he defends himself, and a conflict begins.

Mike needs to roll Intention for initiative. He was Alert (+) upon entering the alley, but it’s quite Dark (-). His Rating is 0: he rolls 1d4: 1. Unfortunately he will act last in the round.

The mugger attempts to intimidate Mike as he gets closer, with his knife drawn. Mike tries to resist showing any emotion: it’s still Dark (+ in this case), Mike is a Trained Fighter (+), but the mugger has a Rusty Knife (-). Mike rolls with a +1 Rating: 3. The Keeper describes Mike’s successful resistance to the intimidation.

For Mike’s turn, he wants to take down the mugger as quickly as possible. He lunges forward using his Trained Fighter (+) stance. The Dark here is deemed neutral (=): it could help catch the mugger off guard, but Mike can’t see him as well anyway. He rolls with +1 Rating: 4. Mike’s Player describes the successful karate takedown of the mugger, tagging him Knocked Out. Mike straightens his shirt and exits the alley without breaking a sweat.

Characters

Player characters begin with five Tags describing themselves and any specific abilities or skills they have.

NPCs are outlined with any number of descriptive Tags for abilities they have, with general guidelines for enemies: