I currently have two potential setups in mind:
- Post-apocalypse survival: Fallout/Mad Max kind of stuff. Dealing with blighted wastelands and bandit gangs as you try to build up a town and, eventually, perhaps even carve out a scrap-metal empire. Mutants optional. No widespread zombies.
- Cynosure: The setting of the Grimjack comics from way back. A transdimensional city and trade hub of the multiverse. Expect conspiracies as the big fish try to control it all, but, really, anything can happen in a place where the laws of physics could change when you cross the street.
- RuneQuest 6: I've never actually played this system, but, as I read it, it feels like a very good fit for my brain. Since they're both BRP-based, I'd expect notable similarities to DoD (or at least the d100-based versions), but I've never played DoD either, so I can't say how similar they actually are. Given the settings I'm looking at, this would obviously also incorporate the RuneQuest Firearms rules.
- Other Dust: A stripped-down version of early-edition D&D, designed for post-apocalypse gaming.
About Myself as a GM: I generally run sandbox campaigns with a focus on the PCs building up something outside of themselves - a town, company, faction, etc. - rather than a preplanned storyline. I also like to have things set up such that characters can easily join and leave at any time, in order to allow for players to drop in for a session whenever they have the time and inclination, in "open table" style.
However, I also suffer from a bit of Gamer ADD, always wanting to try new systems, and would like to find a way to do that without overly disrupting the ongoing sandbox. Maybe take a session off every month or two to try a one-shot of something new?