As I said, recent Gumshoe and B/X dnd went the freeform route at my table.
After Apocalypse/Dungeon World, a fixed initiative is something I just can’t run anymore, for instance.
In Cthulhian investigations, ditching the rules (or having them under gm-fiat) helped in creating a realistic atmosphere.
In past years, good old WFRP. After decades of play, setting and rules were so familiar, anyone could adjudicate a situation and resorting to checks, or combat procedures, was condidered to bog down the game.
What sort of game are you playing? Exploration/puzzle-oriented? Is there much conflict resolution?Traveller looks like a major background for "old" FKR people, 2d6 vs TN, lots of tables, rulings, etc. and various attempts at making it ultralight ruleswise.
Table consensus and discussion is said to play a major role in those tables.
I'm not gonna advocate for something I'm not really a part of, but I have seen its practicality at my table, even if my personal style does not coincide exactly with "theirs" (this is obviously a generalisation).
Their main point being Not engaging with rules, fiddly bits on char sheets, metacurrencies, but instead with diegetic fiction, setting consistency, genre, and the like, while the Gm may use any ruleset she thinks is adequate, as long as doesn't bog down the game.
Sure. And that's understandable. The reason behind keeping the rules from the player is that system matters. The players knowing the rules will inevitably lead them to making decisions based on the rules rather other considerations. Your character is scared and would run away, but you the player decide not to because you don't want to eat an opportunity attack, for example. So instead of playing the world (making decisions based on what makes sense in the world), or playing the character (making decisions based on what makes sense for the character), you're playing the rules (making decisions based on what makes sense according to the game's rules). The point of keeping the rules--if there are any--away from the players is to prevent that very thing from happening. That's one meaning behind "play worlds, not rules".
Linking this to my discussion with @Numidius . . .5E has the Disengage action, which allows a PC to avoid opportunity attacks, but it counts as their action for the round. How can this distinction be made if the players are unaware that it exists?
This is a partial solution, at best, though, because it doesn't at all really inform the player what the odds of success are. This doesn't need to be specific, but there the character could probably determine how likely success would be in this action because they have the understanding of their abilities, experience in actual combat situations, and at least a reasonable idea of how skilled their opponent is. So, yes, you can as a GM just leverage these kinds of tests, but this doesn't really root the decision in the fiction when you do so -- the arbitration is not well situated with the understanding the character might have.Linking this to my discussion with @Numidius . . .
In a system where the PC build elements are much more straightforward (eg Classic Traveller, or also Prince Valiant, are the first two examples I thought of) then the attempt to disengage can be adjudicated ad hoc - eg as opposed Brawn+Agility in Prince Valiant - without needing to have a defined rule. I'm pretty sure I've done this in Prince Valiant (also using Brawn+Riding for mounted characters), where if the one trying to disengage loses then they suffer injury as normal, but if they succeed then instead of dealing injury, they break out of the fight.
5e D&D - in my view, at least - has far too complex PC build for this sort of approach to be viable.
I know that some of the FKRers talk about PC building. While more of their focus seems to be on the approach to action resolution, I think the PC building might be just as significant.
What sort of game are you playing? Exploration/puzzle-oriented? Is there much conflict resolution?
This is a partial solution, at best, though, because it doesn't at all really inform the player what the odds of success are. This doesn't need to be specific, but there the character could probably determine how likely success would be in this action because they have the understanding of their abilities, experience in actual combat situations, and at least a reasonable idea of how skilled their opponent is. So, yes, you can as a GM just leverage these kinds of tests, but this doesn't really root the decision in the fiction when you do so -- the arbitration is not well situated with the understanding the character might have.
This is, of course, an argument for clear stakes and odds, which is something I prefer in games due to what @hawkeyefan points out as the imperfection of understanding in the fiction between GM and player, but also the imperfection of understanding between what a character might know (reification for simplicity) and what the player might know about this situation. And these kinds of clear stakes seem to be exactly what the FKR movement is trying to avoid rather than produce.
“Play worlds, not rules” is not a bad principle to keep in mind when playing. I find it very similar to “fiction first” that comes up in a lot of newer more narrative games. But I think it can be misleading in that it implies a dichotomy that need not exist.
www.enworld.org

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.