Possibly the most inspirational thing I found when I was just starting to read non-corporate tablegop games was your 6e. I feel like Characters to... is as close as possible to the spirit of that, while having, in my view, a crystal clear goal: to displace "game creation" from the designer's desk to the territory of the table itself. As a rulebook, Characters to... dodges the traditional distinction between "making an adventure" and "making a game", and deposits both duties at the feet of the player group. These are good decisions. It reaches at the heart of the matter, and answers the most important question: "How do we build networks of possible events that people find enjoyable to navigate?". For many of us, that answer is going to be Characters to.