How is Tales of Xadia? I have...thoughts...about how the show ended, but mostly I really enjoyed the Dragon Prince and the Setting was interesting.
		
		
	 
I have it, but haven't had a chance to play it. It's a pretty slick looking Cortex-based rule set. Characters' three main dice sources are 
abilities (agility, awareness, influence, intellect, spirit, strength), 
values (devotion, glory, justice, liberty, mastery, truth), and the standard 
distinctions (which is where human/elf shows up). These are supplemented by specialties (focused skills) and assets (like Rayla's hook knives). While the majority of the example player characters are adventuring types with signature weapons, there's at least one scholar with zero direct combat skills. Overcoming challenges 
includes fighting, but is just as or more likely to be impassioned arguments and heroic acts of derring-do. The tools provided steer sessions towards navigating culture clashes, encountering Xadia's weird-ass flora and fauna, and surviving interactions with dragons and similar large beasts (like a kraken with geo-political ambitions).
It definitely looks like the sort of rule set in which "traveling puppeteer who wants to put on shows" is 1) viable and 2) as capable of achieving party goals as the knight errant.