Just, you know, apropos of nothing ... Thinking about an advantage narrative-focused RPGs have over rules-heavy stuff like D&D: There's less incentive to cheat. Failure is great if you're trying to tell a story. Not so much if you just want big numbers so cool things happen.
“tell a story” is kind of a loaded phrase here. Baldur’s Gate III tells a story, but while some failure here and there will not stop the game, there are specific events where you have to succeed, one way or another TTRPGs don’t tell a story, so much as help the players (host and guest) *reveal* one
I think there's a difference between incentive and opportunity.
uhhhhh being narrative-focused has nothing to do with the amount of rules weight though? also, no, narrative-focused doesn't give less incentive to cheat, it just changes what you'd be cheating *for* (getting the story to go the way you want, instead of whatever else)