We're in a bit of a hiatus, but a while back I started running The Far Roofs for @xenofem and co from the remarkably-complete backer draft. It's very much a Jennagme, but the dice and letter tiles give it a very unique feel. Jenna's other games, being diceless. can lend themselves to a certain predictability or feeling of being planned, since the stuff that happens is mostly going to be the stuff that makes sense to the folks at the table in a "yes, and" sort of way. Sure, the other players can surprise you, but it's a very authorial sort of surprise. Whereas in The Far Roofs, any time you try to, you know, connect to someone, you might fail and y'all need to figure out what it means. Or you might critically succeed at giving an owl a vape without really meaning to. And with letter tiles, you can decide that the way you get where you need to go is by KAIJU and I guess that's what we're doing now. It definitely creates room for more swerves without being as chaotically zany as Dreampunk, and I like it at all. Plus the way it handles miraculous powers is much more concise and manageable in a way that works very well for me.
I also did a Wanderhome one-shot with some online folks. I definitely like Wanderhome a lot for a chill time, and doing the location/kith creation collaboratively rather than someone doing it in advance was fun even if it took up a lot of our time. We also focused on baggage from the war more than past Wanderhome games I've been involved with, which resonated well.
Since cat herding hasn't been lining up lately for The Far Roofs we've done a couple of sessions of Yazeba's Bed and Breakfast. It's a very unique setup for a game, with so many pregens to choose from, a bunch of pre-framed short chapters you can play in any order, and framing a lot of the content as stuff you have to unlock (with stickers!) I'm a huge fan and it's even more fun with the physical edition. It's nice to have something that you can hop in and play very quickly without anyone needing to prep and without anyone really needing to take a GM-like role during play, and the dynamic of "canon" characters that develop over time does have a fanfic-y Steven Universe-y sort of dynamic that's fun. And it's nifty to see different players gravitate towards different characters organically. The Possum Creek folks really put a lot of work into this game and it really paid off. I may host my own one-shot-day of this sometime when I feel together enough to organize or host stuff again.
It is quite wonderful to be in a time with such a great selection of indie ttrpgs!