Ever since High School I have been designing an RPG called Travellers Beyond (or just TB for short). It has taken literally decades to work on because 1) I've been designing it as a hobby in my spare time, 2) I don't really play much anymore, and 3) it is a huge, complicated game. Currently, having an excess of time on my hands, I have been devoting at least an hour of every day working on the game. I can only use the library computers for 2 hours a day (sadly I don't have one of my own anymore), but I have managed to type about 160 pages - which is about half-way to the completed, basic game.
I'm going to be posting parts of the game as I work on them, just for the heck of it and because I'd love to get feedback on if the game sounds promising or like the deluded ramblings of a madman :) But first, a quick overview of what TB is about.
TB is a universal, customizable role-playing game. Universal because it is designed to handle any type of setting and characters and abilities. From fantasy to science-fiction, wizards to cybernetic dragons, from leaping tall buildings in a single bound to a pet dinosaur. A part of what has taken so long in designing TB is continually stretching and expanding the rules to cover every story I have read or seen.
Customizable is because TB has several levels of detail, from "rules lite" to "rules heavy" as well as different methods for rolling dice / resolving conflicts. The many different styles of games are just like the many different settings - and TB tries to cover everything so that you can make the game you like, in content as well as feel and mechanics.
Role-Playing Game is something I take seriously. I read an awesome post by Justin Alexander on his blog The Alexandrian about dissociated mechanics (http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer). These are rules that the Player thinks about, but that the Character does not. Like the "usable three times per day" abilities in Pathfinder/DnD. The Player has to track the uses, but what exactly is that Character thinking? Why is it only three times, why not four? It is a break from actually playing a character, instead you're "gaming the system." I loved the post because it articulated something I have felt since designing TB - every rule, every effect needs to have a role-playing reason behind it. That is the only way to maintain a logical system, and it helps keep the player in character. I have tried very hard in designing TB to avoid any dissociated mechanics, even traditional ones like experience and character creation.
TB is a huge, potentially wonderful game - if I can write it right, and if I can ever finish it. Starting soon I'll begin posting sections of the rules and I welcome any and all comments.