Howdy, Cohost! Long time no see, been keeping busier than I'd like. But the current beta of Downforce is going stable enough I really should get arsed to start sharing some thing. Yeah, this is the classic ttrpg post that's half shilling one's own work, but I really think there's a greater point to my experiences and I made an attempt to excise excessive shilling to a separate post.
I never really 'got' classes in RPGs. Even back in the ancient games of lunchbreak D&D in school, they never sit right with me. They felt really arbitrary and artificial and I've just never felt them. Point buy or lifepath character creation always felt more natural and expressive to me, and frankly they've always had enough tools to sketch out different niches for the players.
The game that finally made it click for me years later was Apocalypse World. Something about them made has felt much more natural - most likely the fact that the way it the engine strongly rewarded sticking to the narrative logic of specific genres. If you grabbed a PbtA hack for a given genre, the playbooks represented all of that genre's classic archetypes, rather than, like, a collection of random shit Gygax has happened to read recently.
You know how this went - it was a great couple years until we all eventually got oversaturated on shitty, half-baked PbtAs. As the exhaustion slowly accumulated, I once again began to grow restless about the old limitations of what was essentially a a class systems. Creating characters turned into filling checkboxes, as any concept eventually morphed to fit whatever premade angle the game designer thought of when coming up with cool special abilities. The ability to quickly hack a system to fit your own bespoke ideas was greatly compromised, as the playbooks were often tied to very specific setting assumptions (that would take proper redesigning, rather than a simple reskin, to change).
By the time Blades became the new indie darling everyone seems intent on copying, I was already really fed up with this shit, even in games I otherwise liked quite a lot. BitD playbooks really seemed like the worst of both worlds: tying you to a specific setting and assumptions, but also being really fucking boring. Here's a Sneakman archetype, you can pick an ability that gives you an additional die to sneaking, or an ability to give you a die to ambushing.
So, of course, once I sat down to work on Downforce, my car racing ttrpg, I almost immediately went "man, I could really use some playbooks in this".