I hate to be pedantic (this is a lie), but I'm pretty sure Worlds Without Number is actually the fantasy version of Stars Without Number, since Stars came out first. This doesn't change your point (also I agree with you) and I'm really not sure that this information is helpful in any way, but here we are.
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Thanks! That system mostly came out of a home rule I use in pretty much every system I run. Very few of the mainstream TTRPGs seem to point out that turns can be of nearly any length so long as every player gets one.
Sorry for the late reply, I got distracted with some real life stuff. Basically, it's a classless system that focuses on skills and formalizing a lot of the house rules I like to use when I run pretty much any RPG. I don't think it's going to make too many waves, and I've definitely reinvented the wheel a few times, but it's also kind of just a personal project that I'm to have actually finished and put out into the world. I've tried to beef up the support for exploration and social encounters compared to DND 5e, but I also wanted to make sure mechanics were somewhat unified and streamlined. No clue whether or not I succeeded, I sure did enjoy writing it.
Having played Monster of the Week, I think I agree with you about PbtA systems. They're fun, but I tend to get a little bored with them after a few sessions, especially since I like to make characters who don't really fit into any of the playbooks. The best fit of a playbook at character creation rarely has more than a few plays I would want to spend experience points on.
I will say, though, that I like the experience system in PbtA games. It does a good job of helping players feel like they accomplished something each session.