We've talked new games and settings, what we like and those we found awkward.
We haven't played all of the following together, we have a diversity of experience so I can rely on the opinions of others for what worked and what was a problem. Here's a list of those games our group have played: D&D, Pathfinder, Ars Magica, Fate core, Wraith oblivion, Mouse Guard, The Riddle of Steel, The Burning wheel.
We want to try to have it all, to choose the best of the 'neglected' rest, and make a real witches' brew.
We want more player influence in the story development, but more realism more real history (low fantasy). We love the Esoterrorists themes for its Lovecraftian magic, and the precarious membrane between the worlds. I've never played Ars Magica but by report the medieval setting looks amazing (I think we'll lose its magic system mechanically but retain loads of flavor and perhaps the troupe). We've played Wraith as a group and loved it so we'll have some of the setting ideas there and the low power magic.
In terms of mechanics this is what we have (we pooled our resources and together we have game books for all the above).
We are thinking of making a setting like Lovecraft's dreamlands with the mutability of the Deadlands from Wraith and have the players move between worlds tracking down medieval Esocultists.
My obsession is the little played The Riddle of Steel for its cool combat system. I've translated the target numbers to obstacle to make TRoS a bit faster (much like was done a bit from TRoS to the Blade of the Iron Crown). We're changing injury to wound levels and conditions TBW style. Turned the maneuvers into cards with pictures and summary of such.
Em loves The burning wheel for its style of testing all of them and it power of resolution, resolving action a various levels of granularity (perhaps also retaining other stuff but not their fight system or the three volley exchange).
We've played Fate and we like it but super powered cooperation is an obvious issue, it gets very messy, so we want just a sprinkle to allow us to add skills beliefs instincts traits and wises on the fly, while limiting this and their operation to Burning Wheel rules. This way we get off the ground quickly and get the players to rp their characters. Aspects and fate points to cover the TRoS Terrain stuff and of course cool shit that people want to do, for which no rules exist. Compels to democratize the play, and to let me complicate players lives, limited by the Artha economy. I've got The Burning Wheel gold edition for an eye to balancing aspects, matching to traits etc. and for progression and testing.
As a GM I still want to use maps and use tokens. The minigame of positioning and cover is much of what we all agree we liked about D&D. To be honest theater of the mind is just confusing, and while The Burning Wheel has interesting mechanics for dealing with this it's too much of a culture shock for me atm and I still want to make maps.
The Burning Wheel advancement with Skills, Beliefs, instincts and traits seem very like TRoS, so I can work with those.
Conclusions Most of these games have a pool dice mechanic I've chosen a pool of d12s to made the math/conversion of mechanics easier, but no doubt the balance will take some time to shake out.
The big hole in our game atm is our magic system (we'll probably go TWB and use some kind of collective willpower checks and have magic in the dreamlands but not the real world without weakening the membrane.) I see if we can adapt something of wraith in there somewhere, but it's just more work.
If anyone out there has done this and has words of warning or helpful modifications that I should consider or features to avoid I will feed it forward.