One of my more eccentric interests is making up complete rule sets for pen-and-paper, table-top role playing games.
I'm not talking about making up game worlds or settings, or characters, or storylines, or anything actually creative like that. No, I'm talking about the number-crunching, stat-based, modifier-accounting rule sets that define how the game is actually played. You know, the stuff that most people think is as much fun as balancing a checkbook. Call me a weirdo, but I really like coming up with this stuff.
Specifically, I enjoy the challenge of trying to find the perfect balance between a sense of "realism" (whatever that may mean in any given game setting) and simplicity/playability. I try to minimize the math (for players) and "special exception" rules, and keep things quick and easy to understand, without completely breaking the players' sense of what is reasonable and their suspension of disbelief.
Below are brief descriptions of the systems linked in that sidebar over there on the left.
Let's be honest here: Star Wars is heroic fantasy, just with spaceships and ray guns. You've got your knights, your princesses, your unusual nonhuman beings, your Black Knight, your evil emperor... and magic. And hey, Dungeons and Dragons is a game of heroic fantasy, so it should be pretty well suited to the flavor of Star Wars.
Hence, this is a supplemental rule set meant to be used with the core D&D 3.5 rules. It contains a few variant rules, but consists mostly of new feats, rules for "The Force", equipment and vehicles, and of course the Jedi base class.
This fantasy-themed "Simple Roleplaying Game" (pronounced like "surge") is a deliberate exercise in making the simplest, easiest possible rule set that still contains all the necessary details for a complete, playable game. All the numbers are small, the math is quick and easy, and all you need to play besides the rule set are a pencil, paper, and a single standard six-sided die.
This fantasy-themed system adopts a radically different model from most: character attributes range by 2's from 2 to 12, each representing the type of polyhedral die that the player may roll for a skill or attribute check. Greater levels of skill allow additional dice to be thrown, though only one needs to "succeed". The probabilities for this system are very hard to predict without running a simulator... but of course the intuitive expectation that higher numbers are better still holds.
Like SiRG, this system is designed to use relatively small numbers, partially so that even "small" conditional modifiers will have a very noticable effect.
As the name implies, this is a melding of SiRG and PolyRPG. It's essentially the same system as SiRG, but uses a polyhedral dice and attribute system similar to PolyRPG--just simplified, both for easier mechanics, and so that only one set of polyhedral dice is needed (you never need to roll more than one die at a time.)