Playbooks

Not in any team playbook.
RPO Alert Mtn Screen is an RPO built off the Trips TE bunch look, giving the quarterback a pre-programmed alert to throw the middle screen instead of handing off the run action. The diagram shows the front side receiver stemming inward and settling as a bubble screen option while the play side back or slot man works to the flat, with the offensive line selling run blocking up front to draw the second level defenders. The primary read is the alert key defender: if that linebacker or slot defender crashes down on the run action, the quarterback pulls and fires the screen quickly, and if he sits or drops into a zone drop the quarterback hands off the run for a numbers advantage on the perimeter.
Watch the alert defender, usually a linebacker or slot corner, and freeze his run and pass responsibility before jumping either way. Zone defenses with a linebacker sitting flat footed in a short zone can bait the quarterback into thinking the screen is open, only to close and blow it up. Man coverage on the trips side leaves the screen blocker matched up with a defender who has no help, so user controlling that defender to sit on the screen path is effective. Aggressive blitz packages that send extra defenders off the edge get gashed by the run action underneath since the alert forces a fast decision. Two high safety shells with disciplined linebacker drops shut this down because the screen has no room to develop and the run lane stays clogged.
Pre-snap, identify the alert defender the game highlights and watch his depth before the snap to guess whether he is run first or pass first.
Use this against aggressive run blitzing defenses since the screen alert punishes linebackers who crash downhill on the mesh action.
If the defense shows a two high shell with soft linebackers, take the run through the RPO since the screen lane will be clogged.
Pair this with RPO Alert Bubble and Read Option Bubble in your play calling sequence so the defense cannot key on one specific alert conversion.
Use in early down and medium distance situations where defenses expect standard run fits, since the screen punishes overcommitted fronts.