The new game I’m working on has the working title of Riggers, more specifically – for the playtest – Dream Riggers. The system came first and exists to test out a mechanic that interests me. If it works out, the game will likely evolve to better fit the setting.
The setting was created using the scenario creation rules from Nefertiti Overdrive (which is now in layout). There is a bidding mechanism, and players provide the “Features” which describe the setting and campaign.

The first is Inspiration, which has the greatest amount of influence on the feel of the game. This is stuff like genre, time period, or even an existing intellectual property. For Dream Riggers, the Inspiration is superhumans (the other term is copyrighted, doncha know) and the movie Mirrormask (which I haven’t seen).
Setting describes the physical space in which the campaign happens. For Dream Riggers, that’s waterworld, slums of South Africa, and orbital refuges.
Plot describes things that are happening in the world in which the PCs might get involved. For Dream Riggers, they were “super powers are against the law,” “war between supers and normal,” and “global ecological collapse.”
Goals relate to what the PCs are doing, what their purpose is in the game world. In Dream Riggers, that’s “find a device to resurrect the eco-system,” “defeat evil super villains,” and “become normal.”
Then there are Themes. Themes are specific scenes, events, activities, or characters that will appear at some point in the game. We have “trickster guide,” “psionic mental powers like in Scanners,” and “Planet X.”
Finally, the players decided on the Attributes that would provide dice for conflict resolution in the game. I actually shouldn’t have done this, because the system already had everything set, but luckily what the players provided works pretty much perfectly for the system. We have Handicap (which I’m changing to Flaws), Powers, Skills, and Hope (which I am changing to Drivers).
There you have it. The basis for the Dream Riggers playtest. It should be interesting.