There's a gaming group I sometimes play with, and they tend toward traditional games. Currently the game is a Deadlands/Weird West campaign using Savage Worlds. In general, the play preference is for traditional games. I ran a Burning Wheel campaign, and, while there are a couple players who enjoyed it, it's a large group, and most of them didn't dig it all that much.
A few of the players, including both GMs, have expressed a desire to use some story game / narrative-style mechanics, to keep the game from being nothing but combat encounters.
I played a campaign with this group some time ago using Clinton Nixon's Sweet20 rules (essentially adding Shadow of Yesterday's Keys to D&D), which met with mixed success. But the GMs are interested on some kind of explicit "flag" mechanic, and Savage Worlds is simple enough that it seems like something could be worked out. The Sweet20 D&D hack doesn't quite fit, but I'd like to try something similar.
For anyone not familiar, advancement in Savage Worlds is simple (and not particularly elegant). For each session, every players gets 1-3 experience points. When you collect 5, you get to pick one new thing, like an extra Edge, or a skill or attribute increase. Experience is awarded entirely by GM fiat; the book suggests giving out XP based on how successful the group was or how important the mission was. XP is tied in no way to character motives or actions.
Experience points are actually not all that significant in the rules. More significant are "bennies", which work as free re-rolls and so on during play and can't be carried from session to session. Again, they are awarded by GM fiat; the rules suggest giving at least 2 per player per session, usually when someone roleplays well, or does something humorous, significant or dramatic.
This seems like it could accept some sort of flag mechanic pretty easily, but such a mechanic would need to incorporate both experience points and bennies. I was thinking of letting each player choose two Keys (or something like Keys) for his character. But I'm not sure how to incorporate both advancement mechanisms.
Any ideas would be appreciated.
PS - No need to point out that hacking traditional games to make them more like story games is not nearly as useful and time-effective as just playing story games to begin with. I agree, but this group enjoys Savage Worlds and plans to stay with it.