Levi, I appreciate that distinction at the end between "RPGs are good at creating narratives" and "RPGs are bad at conforming to plot structure." There are ways games encourage certain narratives but the games I've seen that try to get the plot to conform to a particular structure are usually too railroady for my tastes.
For example, I've played 15 sessions of a Blades in the Dark campaign and the narrative is building pretty naturally toward a massive climax very soon. The players have just wanted to live as illegal canal skiff racers who use their clout to advocate for better labor conditions for the Dockers. But trying to rise through the racing ranks while also avoiding the legal entanglements of that passion and also taking direct action against oppression has heaped a mighty pile of trouble on the crew's shoulders.
It reminds me of Peaky Blinders: Tommy Shelby "just" wants his family to live well but there's always a better quality of life on the horizon, and each new plateau comes with new and unique problems. Tommy's method of overcoming those challenges means he's always sticking his neck out further and further. In the same way, this crew "just wants to live" but the interplay between Stress, Vice, Reputation, Heat, and Entanglement all push the narrative toward that increasingly fraught, difficult climax. The mechanics encourage a certain narrative without mandating a particular plot structure, and I think that's a sign of good design.