We play according to a homemade-ish freeform-ish system. I, as a GM, have a lot of fun with the system as I morph it. And the benefit for the players is that the whole thing is a one-pager.
But we have a problem: the turn dynamics. The problem is that I have two contradictory requirements for that sub-system.
Firstly, some actions should be playable very precisely. For example, an exchange with edged weapons should include at least several turns / "decision points" for both players. This also provides the chance to describe in great depth the life-or-death situations.
Secondly, there are other actions that take incomparably longer than the aforementioned. For example, a large crossbow could take a minute to crank. Leaving the reloading character out of the action is somewhat bearable. However, people get offended not knowing exactly when they are going to be able to act again.
Of course, I will talk to my players for some kind of compromise and what they really want (as those up there are my thoughts). However, a tested, mechanical solution, would be much better than making compromises with the current situation.
Basically, I want to steal the turn dynamics from some successful game. However this turn dynamic has to be highly flexible, allowing both very short and quite long actions to happen together. Basically, it should be able to switch from fast-pace to slow-pace and back. If possible, it should provide mechanisms for mixing those different paces.