Crisis on Mars could be fun, I'd prob play if you had an opening, would be better with an irc though
IRC causes herpes. It is known.
But I suppose I should have one.
Mars in Revolution seems to have a slight edge, as does the postwar setting. Personally I consider the Steampunk and Imperialism themes complimentary, though with the progress made in uncovering martian secrets of difference engines and steam mecha, this setting will be somewhat more steampunky.
A general outline of how I see things circa 1895:
*The great war ended in a negotiated peace brokered by the Germans and Austrians. The British side came out ahead, but not overwhelmingly. They won at sea and on the Suez Canal front, went back and forth with France on Mars and suffered some defeats from the Turks there. On Mars the borders in the region wound up being essentially what they were pre-war.
*The Ottoman Empire collapsed on Earth, but a successor state rules in Yeni Babylon, either under a member of the Sultan's family or the local governor proclaimed Sultan. This Empire got recognition at the peace conference in exchange for dropping claims on Earth and returning some conquered land to the Brits. Yeni Babylon has blossomed into a thriving showcase city and capitol of a growing power.
*The Portugese invented mobile warfare thanks to the steammechs they uncovered in Terra Arabia. They had some successes in small theatres on Earth, but lacked the industrial know-how to mass produce them, so they were forced to share the tech with their British allies. They used them to great effect in an invasion of Calais, but were undone by logisitical problems as the mechanized infantry outpaced their support. The invasion ultimately failed, sparking the peace negotiations. France reverse engineered the mechs, and the tech spread to the point that both civilian and military designs are being produced by most industrial powers.
*Shin Kyoto wrested control of the coastlines from the Ukrainian horde. The Ukrainians lost the loyalty of some of the nomadic Casteless in the plains, but remain a major land power. A revolution in their homeland rages, fueled in part by the proceeds of the colony.
*The Greek decision to sell Neo-Thessalonica to Austria proved wise, as they were able to focus on Earth, seizing territory from the imploding Ottomans. They were foiled in their effort to take Istanbul by the new, nationalist Turkish Free State. Between them, the Austrians and Germans dominate the Hellas basin.
*Nymeria has mushroomed into an industrial powerhouse, especially in steel, heavy machinery and Aetherships. The Company now wields enormous influence back home in Italy, although corporate dominance of every aspect of life is starting to lead to discontent among its workforce.
*The Republic of Mars has seen its population explode with war refugees and fortune seekers. A hands-off, pro-business government has encouraged the growth of powerful, influential moguls who compete for market share and support in the Republic congress, while a freewheeling frontier boomtown lifestyle rules in the streets. Thanks to its fortunate discovery of the Great Library and the Clockyard, the RoM is the undisputed hub of scholars and adventurers exploring Mars' past.
* The land of Red Snow remains aloof, guarding its mysteries closely. As one might expect, industrialization has largely passed them by, but they have a surprisingly large and loyal population of Tibetans and Martians.
For the Crisis on Mars, I'm thinking the Republic of Mars is the logical setting, as it would allow for characters from the widest range of backgrounds (not being affiliated with any particular state, and having a fairly inclusive official stance toward native martians). Players could be any number of variety of prominent figures with different agendas, who have to compete and work together to advance their agendas.