The Foreboding Green

The basic idea behind this game is that it is Cadillacs & Dinosaurs/Xenozoic Tales crossed with a stoner metal/70s hippy psychedelic vibe. Similar set up of a post-apocalpse, and people re-emerging into a world that is lush and retaken over by nature of all kinds. Themes have to do with rationalists vs. romantics, individual vs. collective, etc. etc. There are mystics who engage with "The Foreboding Green", and old school "rugged man of action" types. Domination vs. cooperation. You have trippy mystics, people who work with technology, people who work with people, and people who work with their own hands. Try to inject some philosophical bits into it.

As for rules, I'm thinking a system that is similar to the GDW House System that produced Cadillacs & Dinosaurs, Dark Conspiracy and Twilight: 2000 2e, but using a modified die mechanic that draws some inspirations from James Bond: 007. One thing I definitely want to keep from Cadillacs & Dinosaurs is the time-keeping, travel and random encounter system.

Rules Ruminations

Here are some ideas about the revised core mechanic and its possible uses.