Mouse Guard,
I ran about 12 sessions, loved the color and how the system pulled the players into investing their own imagination into the storyline.

However, the players in my group tend to shy away from such active involvement. They wanted to interact with a presented world in a more traditional “I am a character, you are the GM with a story to tell” process.

I also had two who simply did not enjoy the premise of the game and likened it playing “The Rescuers”. Those two eventually ruined the mood of the game for the others and we stopped as a result.

I think it comes down to the group playing the game though. Are the players and GM on the same page in regards to the goal of the group? Is the group trying to play a game with clear winners and losers? Is the real goal a social gathering with the game serving as background and purpose for the socially repressed? Do they want to tell a story?