I have finally decided on a system to use for Wonderland. I'm going with Risus.
After considering about 6 systems (including Savage Worlds and Mutants & Masterminds) and talking to TheDude about running something I can't "sell", I decided to do what I wanted and worked best for my game idea, and stop trying to do what I "should".
The map has been made (although it needs serious cleaning up) and the setting(s) are defined fairly well, with a lot of room to breathe and change if the soon-to-be players mess things up, confuse me, or otherwise X+1 me.
The next thing I am working on is the "opposition"- the things the players will face in the environment, and decide motivations, mannerisms and so forth for them. Because as much as this game is ultimately intended to be a "players vs. the world" sort of idea, there will be things to Deal With.
Most of what the players face will be much like themselves, but maybe with different beliefs, reasons for doing things, or understandings of the fundamental rules of the world. At some point there will be conflict; or at least I expect so given this is a game and there is an underlying want to "kill orks for beer money" in many gamers I know.
Coming up with those beliefs, values and reasons is a lot harder than coming up with "what they look like". GM's, what is your take on making opposing forces?
How do you make them, what do you consider important, all those things- please share!