This is the way Kurvitz explained it to me, more or less.
Most "old-school" cRPGs are figurine games. You see the little guys on a map and move them around when you do combat. Turn based, RTwP, whatever.
No Truce is a game with narrated combat. Like a tabletop RPG without figurines.
Now, imagine you're in the middle of a PnP session.
Suppose you're FashCop and that big mean kipt is giving you lip.
You: "I'm taking a slug from my hip flask."
GM: "'Left any for me?' says Jocko."
You: "I kick that fucking kipt in the face."
GM: "Make an attack roll."
You: "Haha rolled a 10."
GM: <does arithmetic> "Your kick connects, hard. The smirk is wiped off Jocko's face, which loses a couple of teeth as well. He staggers back and collapses into a heap, blood pouring from his nose and mouth. His companions turn tail and run."
You: "Haha cowards!"
The idea is that all those actions will be in the Feld Playback Experiment -- the booze is an action button, enabled if you've got the bottle equipped, and the option to attack the kipt will be there if the situation escalates to the point that violence is on the table.
Sure it's an adventure-gamey approach to combat, but as I said in the preview, if Mass Effect or The Witcher count as RPGs even though combat is all cover shooter or twitch, then I don't see how doing combat adventure-style would be a bigger departure. It's certainly closer to the roots of role-playing; most bunches I've played with don't do figurine combat as a matter of fact.
But yeah, I've no doubt the grogs will howl, but then they always do.