Central is relative to one's taste. Compared to Fate, they are definitely not central. You can even play without them if you are bothered by them. I find them nifty, because they are easy to understand and simple to use. They are simple attributes modifiers.Tags? Are they anywhere near as central to the game as in Fate or Redemption? Because if so, that's an immediate and hard no-sell for me unless I buy it just for setting material. (And I could already use my V2 books for that just as well.)
- Tags are something inherent to the character acquired during adventures (-+1 to -+4). Like missing little finger giving -1 ot Dexterity sometimes, amnesia, personality trait. Etc.
- Tracks specific mental or physical state (-2 to +2). They are campaign or party specific, like Family, Squad Members, Bravery (I think a Call of Cthulhu game would have Sanity as a track for example). From the adventure: RED SKY CHARTERS : Lifeblood of the company +2/-2; Sweat and tears +1/-1; We’ve got this! 0/0; I’ve had it up to the gills! -1/+1; Screw it! I’m out! -2/+2
- Ties are connection, which have a condition/resonsibility and a punishment for not doing that. Example of one NPC from the adventure: GORSHKOV FAMILY. Must loyally follow orders ■ Executed and dumped in the ocean. On top of my had another one would be GEO Soldier: obey GEO superior ■ get court martialed
What is more fatesque in my opinion that a few skills (I found 2 in the QS) are more then just expertise, like Tough SOB, and Wary. I am not fond of that, but it is nothing inherently wrong with it either. The rules are solid, and, unsurprisingly, more freestlye then V2 and very much more freestyle then V1.