Kichwas
Half-breed
See I had the opposite reaction.I wanted to like Legend in the Mist. I really did... loved the art style and the stated intention of the game.
But the tag system is kind of a mess, inelegant in play, and it feels like they just added in 'narrative' results in a very convoluted method.
For me Daggerheart isn't going far enough. What many in this thread describe as an option you can safely ignore sets up a fatal flaw of Daggerheart for me - that you can ignore Painting the Scene.
Mist falls down when people start debating tags rather than roleplaying them.
I'm concurrently listening to about 5 different actual plays split across Legend in the Mist and Otherscape and so I've heard in a short span of time a wide range of players and GMs.
Some of the players will drag a moment out trying to struggle for the tag combo that will win. They've brought a gamist approach to a narrative structured improv story telling event.
If you fight the GM over tags. Even if you do it politely. If the GM fights the GM over tags (which has happened in some podcasts) - it breaks down.
But that can happen in Daggerheart with Experiences. It can happen with 'what do I say in regards to a result with hope vs fear'. But yeah the tag system is in your face and so it's much easier for it to happen there.
But if you're doing vibrant narrative roleplay before, during, and after working through an action, and if you're good with on the fly spot choices / decisions, then it works out perfect.
And on the fly improv is my 'zone'. Whereas a structure can drive me nuts. I think just a few hours ago I noted how I like very well defined rules so that I don't need to make house rules for everything. I know this reads like the opposite of that statement to pretty much anyone who's brain doesn't work like mine does...

But I look at those tags and the structure they provide and I see a wrapper around the chaos that seems just right. And I've found that in some of the actual plays as well.
You have to approach it as a collaborative story. You don't try to game the tags, you use them to tell a story and guide where a given character lands in that story.
As for making a character with no stats, only semi-freeform tag descriptors that you wrap into connected themes of your own making (themselves a wrapper tag) - that's those tags, being used as a structure to set up that narrative play, instead of a gamist metric. Daggerheart halfway embraces this, and on your sheet you've got a few 'Experiences' instead of a skill system. But Mist fully embraces it.
And if you don't narratively play it then yes: it becomes a mess.
But if you do. Those safety prompts people keep noting in this thread to keep narrative play from getting out of control, to keep players from abusing it, to keep GMs from getting lost... it's right there on a Mist system's character sheet. The guideline to keep narrative play contained within theme is the tags. Especially given how you have to wrap them in themes, figure out the type for each theme, put a weakness in there which each theme, and keep them connected. That structure guides the chaos.
One or two of the Otherscape podcasts have gone on for well past 10 sessions and you can hear the players slowly embrace the format and start to 'get it'.
I suspect that in time we'll see the same thing with any Daggerheart actual plays that last. Dodoborne just got lucky in "getting it" as a group right out of the gate. But I've listened to a few others that seem to be 'getting in sync' as they go.