"Why do playbooks make you jump around to make your character?"
I'm laying out a custom playbook for Masks and remembered that I recently realized that some people that play lots of PbtA games online haven't actually seen a "playbook" printed out, or may just not have folded them over the way I do when I use them in person. It's just one of those things that may not make sense if you haven't used them this way, and (like many things in PbtA games) it's not really spelled out.
Masks is one of my favorite examples because not only is it laid out in a way that lets you print it out and fold it over, but it groups information by how and when you'll need it. When printed out, the first page is mostly a splash page giving you an image and description of the character, and some options to pick non-mechanical details like their look and abilities (which are part of the narrative/non-mechanical details in Masks), and to write their name. When people are picking playbooks, they can look at the page and immediately get an idea of what story it's about, what kind of powers they have and what they might look like, without worrying about labels or moves. This is also where you should start your character creation, and details you may want to refresh yourself on when you pick it up at the start of a new session, but not something you'll need to frequently refer to during play.
On the the other hand, the middle of the playbook is a two-page spread with most of the mechanical details, including your labels (the game's stats for those not familiar, though they can also move up and down) and conditions at the top, and your moves or playbook-specific extras on the other page. Most of the time while playing, you can just have this spread open. There's also backstory details, which are less important, but placed where they would come up in character creation, and where you might want to look at other names you've written down for your relationships.
Finally, on the back page, there's advancement rules/tracking, and moves that each character has but will only come up occasionally in play. You'll have to flip back to check these moves when they trigger, including when you gain potential, but notably all the moves on the back page have the same triggers for every playbook - you don't need to remember your playbook's specific Moment of Truth or Team moves to remember that something will happen when you share a triumphant celebration with someone, or when you know you want o use your Moment of Truth, so when those happen you can flip back to check.
This layout goes beyond Masks, of course, and has variations! This discussion came up while making characters for Stonetop, which is also laid out in two 2-page spreads, but rather than putting the shared history questions in the middle of the playbook, that's the last thing on the back page (making it, confusingly, one of the first things you see when looking at the PDF), while tracking advancement (in the form of XP) goes in the middle spread along with the other stats.
Rhapsody of Blood, another favorite of mine, has two playbooks per player - a Bloodline, that they will play generationally, and an Explorer that represents their character in the current generation and may change. The Explorer playbooks are each a single two-page spread, and all the mechanics of the Bloodline playbooks are as well, however the Bloodline playbooks actually have two sides, with the "front" being simply art and the name of the bloodline, and the back being a separate, simplified Explorer playbook representing the Founder of the bloodline. That means you can arrange the Bloodlines simply showing the art and name for perusal (as you can see from this photo when I laid them out at a convention).

Once everyone's picked a playbook, you can flip them over to see the Founders, who will be the characters for the Prologue - a single battle scene that sets up the conflict to follow (ala the opening to Symphony of the Night). After the prologue has concluded, and the players and GM learn the fate of these founders, you get to perform a great trick - opening the playbook that's been folded over this whole time, to reveal the whole tradition/organization that they, well, founded. This is what you'll be using the rest of the game, and once you've filled it out you can pick an Explorer playbook for the next character to take up the mantle.

Although notably, unlike most PbtA games I've bought (but like the game it's based on, the also fantastic Legacy 2e), Rhapsody of Blood has two versions of the handouts - one for printing (as shown above) and one made for digital play. The digital sheets simply have all the Founders on a single page together, then each Bloodline is on a single page, including the art, and so is each Explorer playbook - the clever trick of opening up to reveal the full Bloodline wouldn't work anyway, but the layout is much more efficient, allowing you to show all the important info on a screen more easily, and without the potential confusion of not knowing what order the pages are supposed to be read.
I don't really have a thesis statement here, I just think the way some game lay out their playbooks/sheets with thought to how they can be physically printed and folded is really cool, and I love when they're designed with usability in that form in mind! But also, if anyone else has played with these games and not noticed this - I hope it helps you appreciate the layout even if you don't play that way yourself! And it may even help when picking up a new game and trying to figure out what order you're supposed to read the sheets if you imagine what they'd look like if you were holding them in your hand (...and folding them in half).