I've got this mechanic floating around in my head. It's got a fair bit to it, so bear with me.
-Characters accumulate stress by getting hurt. Socially, mentally, doesn't matter, it's all stress to this mechanic.
-Stress is represented by pennies.
-You can heal stress with time off, and with other stuff - like voluntary fallout, sort of.
-When you get too much stress, you're forced to shed it in ways depending on the shot that put you over. If it was a physical hit, you take a scar; if it was a magical one, you get weird, if anything else, you get a bit nuts. Enough scars, crazyness, whatever, and the character becomes unplayable.
-Stress can, in certain circumstances (based on your drives), be turned into Reflection. Which is Xp. This is the only way to get Xp.
-There's a list of "maneuvers" that apply to all conflicts. If you can "lunge", you can "lunge" in a fight, a chase, a social confrontation, all that. These maneuvers are personality bits; when you pick maneuvers, you're telling the group that your character is aggressive / defensive / flailing / team-oriented / whatever.
-In a conflict round, you distribute your stress in little piles; you pick up to three maneuvers for the round, and distribute your pennies on them. The more stress you put on a maneuver, the more impressive your performance. There's no dice; everyone does this simultaneously, and then the round resolves with descriptions as the actions "go off".
...Now, there's all kinds of weird emergent shit going on here. And I like most of it - the potential desire to "run hot" because stress makes you more effective, the weird possible brinkmanship games that could be played, the idea that characters will never "just die" but will degrade, all that.
But, really, I'm wondering if this is just too "gimmicky"?