Our group is currently playing:
The One Ring
In the past three years or so, we’ve played:
The Doctor Who RPG (previously known as Doctor Who Adventures in Time and Space) from Cubicle 7
Star Trek Adventures
and several one-off games including Fiasco and Ten Candles
while we also slowly completed two Pathfinder APs.
Out of all these games, I thought that the Doctor Who RPG was the best at enabling player creativity without demanding it at any particular moment. It’s a game that encourages the GM to allow a high proportion of the players’ unexpected and bizarre plans to work. (And it’s our only game (so far) that has contained eels on an airship, digital champagne, a breeding pair of show velociraptors, and rampaging robots disguised as the statuettes from a certain well-known motion picture awards ceremony). I’m thinking of adapting the rules for a swashbuckling style of adventure, if there’s enough interest in our group.