Remember the good old days, when the Dungeon Master's Guide was for DMs only, and it had a significant amount of rules needed to run the game?
This occurs to me at the same time as I'm thinking about a combat position system, in which players have six main places for their characters to be when fighting. But what if the players don't know this? If a player says, "I want to climb the tree and shoot with my bow" (I know, an entirely different thread), can I put him in one of the six places (which isn't a tree) and tell him, "okay, you start climbing the tree?"
How much do players need to know, when it comes to the nuts-and-bolts rules?
Rules for combat positioning look to me like they are imposing some sort of abstract metagame constraint onto the fiction. If those rules matter to outcomes, and the players don't know them - and so the GM is imposing/applying them "in the background", as it were - then (i) what are the rules for? and (ii) who is really making the key decisions, players or GM?
Think a bit more about your example of climbing a tree to shoot with a bow.
In 1st ed AD&D, with 1 minute rounds, this is a pretty innocuous action declaration: provided the tree has some low-hanging branches and the PC has at least average STR and/or DEX, the character gets into the tree, gains a cover bonus to AC, and starts shooting. (A bow in AD&D has a RoF of two per round. A GM who docks one attack for the round in which the tree is climbed is unlikely to produce too much push-back. The logic of that in the fiction is fairly clear.)
In a game with 10-second rounds (Rolemaster) or 6-second rounds (WotC D&D) or 2-second rounds (HARP), the action declaration is instead a potential nightmare. Depending on how movement etc are handled, the player is potentially taking his/her PC out of the action for multiple turns, and for some of that time - in systems where climbing characters suffer a penalty to defence - making his/her PC
more vulnerable in the meantime, rather than getting the benefits of cover.
And what about a game with more abstract action economy and turn sequences, like (say) Marvel Heroic RP? In that game, climbing a tree is essentially an attempt to gain an advantage/augment. It therefore requires its own action in the turn sequence, which - if successful - gives an extra die for subsequent dice pools where being in a tree would help. To make a meaningful decision to climb a tree a player needs to have some sense of what sort of augments are possible and what difference it makes to a dice pool to have a bonus die in it.
And finally - notice that all these different possible outcomes, at the table, of that simple action declaration aren't the result of a player being confused about, or having different perspectives on, the ingame fiction. In each case, all the player wanted was for his/her PC to climb a tree and shoot a bow. The differences are consequences of different mechanical resolution systems being imposed upon a common shared fiction.
My players new to RPGs struggle with a game that is as wide open as RPGs. "What can I do?" is a common question and responses like "Well, what do you want to do?" sometimes frustrate them. It takes them a while to grasps the possibilities allowed by the game
The idea that in an RPG "you can do anything" is something of a myth.
For instance, in D&D - as standardly run, and putting to one side the 1st ed AD&D assassination table - the action declaration "I sneak up on the guard and slit his throat" will probably fail if the guard has more than single-digit hit points. (There are lots of other examples - eg the fighter player who declares "I sneak a look in the mage's spellbook and try to cast on of the spells" will typically have no chance of success either - but the hit point one is the most obvious.)
There are three main ways of dealing with this issue that I know of. One is [MENTION=6775031]Saelorn[/MENTION]'s preferred approach - treat the rules, including hit points, as modelling the ingame reality, and so if players are to be able to make sense of the reality in which their PCs are living they need to know the rules, including the hit point and damage rules.
The second is to acknowledge that hit points are a type of metagame mechanic, used to modulate pacing, survivability etc in the game - and so, to play well, the players need to know what these mechanics are and how they work. (Which might include mechanics that permit bypassing hit points in certain circumstances.)
The third is for the GM to sometimes apply the mechanics and sometimes waive them. But this either (i) tends to bleed into the second approach, or else (ii) leaves the GM in almost total control of the game.
In my experience (which covers a number of systems, but obviously very far from all of them!) the sort of game where it is easiest for players to get by without knowing the rules is one in which either everything is done via fictional positioning (much of OSR-style D&D works this way - the risk here is what critics of this approach call "mother may I?" RPGing), or in which the character sheet is basically a list of natural-language abilities with numbers next to them that translate straight into success chances - ie there are basically no augments, no decisions about allocation of effort, and an extremely simple action economy (eg nothing like Power Attack, or splitting a combat bonus between attack and parry, or trading off movement and attacks, etc) - and so all the player has to do is read his/her PC sheet to know what his/her PC can and can't do.
Runequest and its offshoots are great examples of this; and Traveller can come fairly close. Some approaches to Rolemaster and its offshoots (MERP, HARP etc) are also similar, though it breaks down a bit in combat.