Fellowship is a tabletop rpg where each player creates their character and the character's culture, much of the game is focused around the culture clashes between the characters and how your character's culture shape who they are
One of my few campaigns as a GM (and the only one I went so far to commission artwork for) was Fellowship and it was a blast, plus 2e fixes some of the small issues I had with it then, like replacing the vague "pick the stat that feels right" Finish Them move with using a stat appropriate for the outcome you want.
Also, while I love highly-collaborative games like Fellowship 2e and Legacy 2e, if some of your players don't want to come up with a whole culture for their character, there are some playbooks with narrower fictional control, like the Squire (and more in the expansion books). It also doesn't have to be a fantasy setting, the Sponsored By Nobody podcast had a very fun campaign in a Transformers setting, with the different cultures representing different communities or builds of robots.
Fun fact: I made the Fellowship character sheets on Roll20, at least I did years ago before 2e. I don't know if it was ever updated, or maybe replaced by someone that knew what they were doing.
