I feel I've generally had a good influence on my traditionalist group as a champion of smaller games, or games falling outside of the typical D&D, Exalted, Vampire, M&M quadfecta that typifies the general pattern of the group's play.
So far the only real Yes, And successes I've had for making new introductions has been Fiasco (although public opinion wanes without new, compelling playsets) and Dungeon World (although a version removed somewhat from its original purpose and design). Otherwise my legacy as the "the Indie RPG guy" has been in inaugurating a tradition of lifting little design elements from Story Games wholecloth and depositing them where possible in "the classics" just to give some meat to the world's characters and their stories.
For example, before my insidious influence no two PCs would have thought to establish how they knew each other before the adventure. These days the playgroup is super happy with announcing their prior relationship to the person to their left. Basic world building stuff, right?
You can see my frustration. They enjoy Story Games when they happen, but they won't initiate. It's got smoother with time, but busy graduate lives have reduced my ability to better my fellows and I'm desperately casting around for potent design nostrums I can drop on my less-than-receptive group in my flyby visits.
What little tools do you have in your collective pockets to boost basic elements like Character, Narrative, Theme or Mood?
Postscript. Yeah, sure, in a perfect world I'd have a frank and meaningful discussion with my group about what they want from play. Sometimes these conversations just aren't comfortable or willingly entered into by all parties. Primetime Adventures was so divisive that a second season is unlikely to ever get off the ground, Last Train Out of Warsaw crumbled mid-game and had to be stopped, loosing me much credibility, and that Polaris even exists is a running joke at my expense. That said, I love these people and I want to play with them. They like what I do to their games, they just can't swallow big pills.