
One thing I'm currently struggling with is what to do with Crews. For my first draft, I entirely cut them - I didn't feel I had a good, executable idea and I don't feel they're load-bearing, but it is something I want to spend some cycles on mulling over.
My best idea so far is what I've been calling "Module". Each Crew-style party playbook would be built to push the game a little toward a subgenre of dungeon fantasy, and would be themed to be reminiscent of classic D&D adventures. There'd be a "gritty amoral mercenaries" playbook, a "mystery investigators" playbook, one for treasure hunters and hexcrawls and gothic horror. This seems a little bit like Girl By Moonlight's series rules, but it strikes me as pretty mechanically daunting to successfully pull off.
