My opinion: Every RPG is "about story" to one degree or another. Some games use mechanics which simulate* actions and results within the game world. Others use mechanics which allow direct manipulation of the narrative* - shares authorial power to one degree or another. FATE does some of both but tends to lean towards the latter unless you really de-emphasize aspect creation and use.
* I really wish GNS hadn't ruined some words for describing games. I'm using the dictionary definition - not GNS'. If it matters, that's my default.
I agree 100% with the bolded. Also, I don't think people will assume GNS unless you use ists on Narrative and Simulation. Not that there is really that big of a difference. Fate is very narrative leaning, but DFRPG, is also meant as a simulation of a particular narrative, hence why I put it more simulationist.
That sounds like either an insult or close-mindedness, to me.
I think the "talking" raven is cool. If you disagree, that's your problem. And your attempt to convince me to read something else is obviously foolish, because I've already stated I like this.
So why say it?
Seems to me that you either have no respect for my taste or just can't comprehend that my reading of the poem differs from yours.
(No idea how this relates to the actual poem, haven't read it in years.)
It's neither an insult or close minded. It's worth noting here, that the poem is very much not about a talking raven. The Raven probably doesn't talk at all, and may not even be real, depending on your reading of the poem. The poem is about a man driven mad by despair, and the raven is a metaphor for his internal monologue. I may also find the Raven cool, but the talking Raven is not the point of the poem, and there's thousands of essays and literary theory backing up that position. You are entitled to thinking it'a about a cool talking Raven, it the same way some one is entitled to believe the earth is flat. I can show you evidence that it isn't, but you don't have to believe my evidence.
Now if you didn't believe an obvious scientific fact, I would might begin insulting you lightheartedly, but for literature and RPG's where the right answer is much harder to determine, might not exist, and really isn't that worthwhile besides on a theoretical level. Yes there is a correct way to read and interpret the raven, but it's such a good poem, who cares if you skip over the metaphor? It works really well as a literal story too. It also works really well if you just listen to how the words flow together. Same with Fate, There is probably a more correct way to interpret the rule and play the game. But it doesn't invalidate any other way of playing it.
Also, it's always worth showing people new things that you think they'll enjoy. Especially if you think they will enjoy it more than the thing they currently enjoy. You may be wrong, but if you're right, you just did them a favor. Yay you.
GNS?
http://en.wikipedia.org/wiki/GNS_Theory*sigh* I'm not sure how you can deny that being an achievement without redefining one or more words. For "the rules to work properly" to still apply to an RPG, it has to apply to either killing stuff, exploring stuff, socializing, or another achievement. If it does not, then the only possibility is that you are no longer participating in a RPG or are redefining one of more words to something wildly different from their meaning.
OR it has to apply to all of them. OR none of them. Fiasco has almost no rules involving achievement. You could say that the dice passed out at the end of each scene are kinda of achievement based, but not within the model you've put forth.
For the record, outside of D&D, what RPG's have you played? I haven't really been following the thread, but it seems like you're coming to FATE and RPG's in general with a very have D&D leaning. Perhaps even a 3.5/4e/Pathfinder leaning. Not that that's bad, but it does provide a limited perspective in what RPG's can do.