West End Games' Star Wars RPG
I really like the West End Games system for Star Wars. It's simple, but with enough flexibility to encompass most situations. It is not overly detailed, but good for the sort of adventure-driven scenarios to which the Star Wars universe lends itself. For that matter, I feel that it could be used to good effect for almost any setting that supports swashbucking and adventure.
Here is a rundown of some of the high points of the system:
There are, however, a couple of problems with the system. Complications, if you will. The first problem is the Force. The game mechanics are clearly and completely slanted in favor of Force-users. First there are Force Sensitives, people who are more naturally in tune with the Force than others. In the game, they get access to more Force Points (FP) and spending an FP lets a character double his die codes for a phase (if this doesn't sound like much, think about the multiple action rule). If a character is not Force Sensitive, she canot have more than 5FP (any excess gained are traded for CP. I do not, offhand, recall the conversion rate). A Force Sensitive character has no limit, and even starts the game with two instead of one.
Now this can be kept under control with the careful distribution of FP. The Force Sensitive will always be more powerful than those who aren't, but the difference will not be so clearly visible. FP are only gained when they are spent being heroic at a "Dramatically Appropriate" moment (which regains the point spent plus one more, as opposed to spending them when "just" being heroic, which regains the point but doesn't get the additional). It's in the definition of "Dramatically Appropriate" that the problem manifests. It can be too easy to leave the door open, as it were. Say, for example, that the game master has been setting up a climactic battle for two games. The enemy is pure evil, the cause is truly just and the heroes spend FP like water. Is the battle itself Dramatically Appropriate or are there only specific moments that qualify? IF the GM is not careful, the 2FP a Force Sensitive character starts the campaign with can become 6 or 8 before a dozen game sessions have passed. That character's experience progression may be the same as that of the others, but the other PCs will probably not have half as many FP, making them significantly less powerful.
That problem, once you know it exists, can be kept in check with a little planning and experience. The benefits are also counterbalanced a bit by the fact that Force Sensitives have to avoid acting out of anger, hatred (and such like) lest they succumb to the Dark Side. If the GM enforces this, it can keep them from dominating the game too badly.
The real problem are the jedi. One of the great things about the Star Wars series is that, while the jedi are great, there are enough cool characters who aren't jedi that players will want to play other things too. At the start of a campaign this is fine, since the cost of having Force skills is counterbalanced bytheir proportionally decreased attributes (there are three Force skills: Control, Sense and Alter. A character may start the game with 1D in any or all of them, but each die so allocated comes out of their attribute pool). Unfortunately, over the course of a campaign, the scales tip. The jedi will gain Force Points, develop their Force skills and gain Force powers (the abilities they roll their Force skill dice for). As the campaign continues, they will outstrip the other characters, and maintaining game balance will become trickier. The real trick, though, is to keep the dark side a threat to them, keeping them in check, without shifting the game to focus primarily on them.
Don't get me wrong. The balance can be maintained and the game can certainly be enjoyed by all. These are simply caveats, so that a GM new to the system will not begin from a place of ignorance. Personally I feel that the key is in plot hooks, but I've rambled on enough here and drifted far enough from the topic.