I've been working on a game called Rascals, which is about parent-less kids in a steampunk neighbourhood. The rules are based on a modified version of Polaris with the random element removed and a wider variety of response (e.g. yes but, no and, etc.). That system takes care of the short term consequences, but I'd like to give the GM a bigger role in the game, and figured that for longer-term (over several scenes) consequences were the way to go.
I've looked at a couple of games that dealt with long-term consequences differently, but they had problems:
Dogs in the Vineyard: focused too much on the characters' internal struggles, but I'd like to have external struggles as well
Apocalypse/Dungeon World: fronts work great, until you realize that it's all based on uncertainty (in the form of dice rolls) which doesn't exist in Rascals
My question to you is, can you think of any other games that deal with long-term consequences?