I've been working to publish a game which uses an Approach Interaction Resolution system. What's that? It's a system where the GM thinks of a complication, something that could go wrong and selects the failure theme, and the player chooses a manner, an attitude that they undertake the task with. The pair interact a bit like rock paper scissors to resolve the test but taking into account more options, the ratings of your character's stats and character descriptors.
The amazing thing about it? You describe your action and your description resolves it. No randomness. Just a simple, brief and binding narrative.
The advancement system builds on this so that you improve the things you do and manners in which you do them. Developing your character is both surprising and totally under your control!
The game I've put out is a free zero-budget game called Mannerism and is about becoming a wizard to escape oppression.
https://www.drivethrurpg.com/en/product/484010/mannerism
These are 13 old school adventures. Some are more gonzo, like Questionable Morels which takes place inside the character's heads. Some are more serious, like the hexcrawl, hunt for the last owlbear. Some are humourous like Unseen Alchemeticals. Some are dramatic and ironic like War Dwarf Salad. It's an eclectic mix of scenario writers given relative free reign within the old school tradition.