Sure thing! In a lot of tabletop roleplaying systems the players act in a specified order in combat (like the initiative system in DnD), but outside of combat they act in a mostly spontaneous freeform pattern with players jumping into and out of the conversation when they feel like it.
I am wondering if there are any systems that provide mechanics to decide when players act outside of combat (like who enters the next room first etc.).
Then as a follow-up, I am specifically curious about how those mechanics impact the gameplay.