As long as i get to be the frog
Seems fairly robust. I did notice the specific omission of play principles and gm/player advice there. I also didn't see suggestions on changing the setting. But still really robust and far reaching advice, though maybe a slightly lower scope than D&D's anything goes.@FrogReaver
There's a Changing the game section in Blades from p. 229-235 that discusses expanding the scope of the game, tweaking how stuff works and mechanics for special narrative situations. Some of the changes include changing how Tier works, changing how Resistance works, playing vigilantes rather than criminals, rules for journeys and stuff like joining a cult or becoming bound to a demon.
Things like rituals, inventions, et al are entirely negotiated and designed by the play group as a matter of general play. Like there's one example ritual.
There are also all sort of expansions available to play that change the scope of the game including playing cops, vigilantes, secret police, etc that fundamentally change how stuff like heat works.
Generally this is encouraged to by an exercise the whole group is involved in and treated as an act of game design, but that's also how I treat house rules in D&D.
Here's the opening text to Changing the Game: