I don’t recall anyone answering a question that I had earlier. If they did, maybe it got lost in the shuffle, but…
What elements of OSR are dissatisfying to some prior OSR adherents such that FKR is seen as an improvement? Why migrate?
This year we wanted to play an old module and I picked up Lost caverns of Tsojcant. Didn't really care about 1e, so I chose OSE with the advanced options. Then it became a streamlining process from the procedures of B/X, to a loose framework of proficiency/advantage/stances dice added to D20 to beat TN, criticals on 1 and 20 even for casting spells, etc. After speaking to FKR bloggers, I opted for a Braunstein-like session and let players run the various NPC factions, monsters and personas, against each other. In the aftermath we returned to the PC party, and continued playing FKR style.
I made custom character sheets to suit that.
I frame scenes as encounters, not much of backstory, and improvise as we go as players declare actions and intentions, not really "map & key", so original procedures felt clunky and disconnected. I also prefer diegetic, fiction first narrations, and FKR relies on that, since numbers are gone. I can also push, put pressure, on players as I see fit; they can rebut, ultimately agree for partial success, success at a cost, or fail forward, without adhering to rules, numbers, or adding meta stuff to achieve that.
Pacing, also, it's up to us, if we want to describe blow by blow, talk entire conversations, or resolve quickly a conflict with an opposed roll.
At the moment it is working just fine. Players who used to argue with me about rules or rulings, now they argue about the fiction, instead, and I'm fine. From game stoppers, they became game movers.