If you're interested in more radically narrative approaches to TRPGs, there are diceless and even randomless games. For example, the "No Dice No Masters" school of game design, which includes games like Balikbayan, Wanderhome, and BE SEEING YOU, use a token-only resolution system where character actions are categorized as "you can always do this," "spend a token to do this," and "get a token when you do this," with some variations like "give someone else a token when you do this."
And a lot of indie designers offer playable previews or text-only-no-art documents for free, and/or use some fo…