Hi guys!
I thought I'd drop in to help out with any information and insight about True20 that I can, though it looks like Darrin and Stefan are doing a great job.
I myself am a freelance writer and have been heavily involved with True20.
My work can currently be seen in:
True20 Adventure Roleplaying (the core book)
True20 Bestiary
True20 Companion (Fantasy and Space Adventure chapters)
True20 Expert's Handbook (the traps section)
True20 Adept's Handbook
As well as some setting specific True20 books like:
Roma Imperious True20 (an alternative history/historical fantasy Rome setting.)
The Blighted Bestiary (a fantasy bestiary for Blood Throne)
As has already been mentioned, True20 is an adaptation of the rules set originally presented in Blue Rose, Green Ronin's romantic fantasy RPG. As such, it takes the d20 rules, streamlines them and shifts their focus from tactical combat (5 ft. steps, Attacks of Opportunity, Battle Grid all but required) to a more narrative game that focuses more on advancing the story/plot at a good pace and emphasizes character interaction.
For example there is no restrictive D&D style alignment that shoehorns your character into a relatively narrowly defined pattern of behavior. Instead each character has a Virtue and a Vice. These can be anything appropriate that the player chooses, but the 7 deadly sins (Greedy, Lustful, Prideful, Wrathful, Envious, Slothful, Gluttonous) and 7 virtues are examples of what you might choose for these.
Each character also has Conviction points, which are similar to d20 action points. They let you re-roll bad die rolls, emulate a feat you don't have for 1 round and a bunch of other neat tricks.
Each time your character roleplays in accordance with their virtue or vice in a significant way, the re-gain a point of spent Conviction.
In play I find this system far more intuitive and RP encouraging than the D&D alignment system.
Cheers,
-Matthew E. Kaiser