Freeform games: How does that work?
Just adding to the above, I think especially on RPOL, a lot of the freeform games don't necessarily deal with the same sorts of issues as a more traditional dice rolling/tabletop RPG, and thus there's not really a point where the characters encounter the equivalent of a skill check or indeed a conflict where the result can or should be worked out mathematically.
So, for example, if you're effectively writing a game which focuses on social interaction and where you're putting a group of different characters with their own goals in a room and have them talk it out, then muddying the issue with fancy mathematics rather than letting players use their skills as writers to make their characters persuasive (or not) can actually detract from the scene, as long as everyone is on board with that kind of thing.
Equally, some writers will be perfectly happy knowing the outcome of the scene in advance (or at least the direction they want to take) and it's more about telling the story and embodying their character in a richly drawn world rather than necesarily about getting to Point A, Objective B or Chest of Loot C. Alternatively, some writers like being given challenges and being asked to react in the moment, and trusting their writing skills and own self discipline to create nuanced decisions based on the strengths and weaknesses of their characters, even if they're not formally converted into values or dice pools.
As others have said, it's not for everyone and it does tend to fall far more into that collaborative writing aspect than some other approaches and systems - you might have players posting less frequently but with much greater depth, with a slower pace with scenes taking months but being beautifully crafted to evoke a mood or an emotion because that's where the fun sits for those players.
It does also require a different skillset both from the players and the GM - as a player, the system (or lack thereof) does mean you've probably got to be a bit more focused on the big picture and the enjoyment of the players around you than in something like DnD (where the numbers and class specialisations tend to even out who gets the spotlight and who is better in different scenarios), and be a bit more willing to step back, deliberately make your character make mistakes or miss opportunities to give other players space. Equally, as a GM, your role is more about encouraging good behaviour in players and working with them to craft their own storylines and sub plots than coming up with dungeons to crawl through.
When it works it can be really enjoyable, and I think you can get equal amounts of pleasure (even if they're different) from both types of style without one being better or more correct than the other.