I wrote up a sample world for Grand Adventure called Talispire. It's supposed to be a Standard Fantasy Setting on the surface, but with more depth if you look closely. So what am I proud of about its design?
Recently my Tuesday Star Wars GM wrote an article about what bothers him when running Fate. I wanted to write a counter-point to some of his thoughts, not intended to bring anyone into the Fate fold specifically, but rather a way to think about running adversary NPCs.
Wishes have power. Especially if you are playing Inept Sorcerers. This is an early version of an add-on rule for that game, allowing players to create wishes that must come true, regardless of cost.
After working on the other Fusion AU documents, I started on a new one, focused on bio-punk, genetic engineering, and monsters of various sorts.
I like putting thought into the reasons why a setting must work a certain way. It's good practice for a roleplaying game, where some player will ask "hey, can we do X?" and I need to have a better reason to say "no" than "it will wreck my plot".
So if you want to keep a Star Wars game running the way you think it ought, but don't just want to stomp on a player's ideas, try the following ideas.