Quite a few people seem interested in the RPG I wrote based on the works of Clark Ashton Smith. I am sorry to say that, of the parts that were written before I abandoned the project, very little has survived, thanks to several computer deaths and general stupidity on my part. That said, I recall pretty well what I intended to do and could probably rebuild the thing with relative ease, if I wanted to do so.
As I said, it was a D20-variant game, as that was all the rage at the time, but most of its ideas would work just as well under, say, Labyrinth Lord. It was class based, but with only three classes: warrior, rogue, and scholar. None of them had any magical abilities by default, as magic could only be learned through play and at great effort, expense, and danger.
As humans were the only playable race, I decided to go with an unusual approach, dividing them into personality archetypes, each with their own advantages and disadvantages. These advantages/disadvantages had several facets. One facet came into play regardless of one's chosen class, while the others only mattered depending on one's class. So, for example, choosing "Jaded" as one's personality archetype gave your character certain benefits and drawbacks overall, but also specific ones depending on whether you chose to make the character a Jaded Warrior, a Jaded Rogue, or a Jaded Scholar. And a Jaded character would be different in significant ways from, say, an Amorous one or an Esthete.
These archetypes thus took the place of races and allowed for a fair degree of character customization without downplaying the importance of classes. I was fairly pleased with the results, although I fretted over how many personality archetypes to include and how finely to divide them. However, beginning characters felt as if they could be CAS characters without too much effort, either mechanically or in terms of player choice at the start. The other game rules were pretty standard fare, although there were some wrinkles here and there, like a "mental balance" system (I hated the name but never came up with a better one) that was similar to traditional sanity systems but tailored for settings where becoming bored was as dire as becoming insane.
Given all the interest this topic has generated, maybe I should return to it at some point. I guess we'll see.