I think most games are simply a series of subsystems for performing various tasks, some more bolted on and some more consistent and scalable. I am guessing in a Story Now game that combat would be more an extension of the narrative mechanics ("what's an interesting thing to happen right now in this combat?) than a switch to objective success/failure tests.
In most narrative games, combat follows from the fiction. Because players set the conditions for the fiction, they're often developing the shape of anything which could be combat or as in @pemerton 's example of his character dropping their grudge dice moving the scene there in full.
See, this is a point that I keep hearing, but there is nothing in D&D that says it has to be a heavy combat crunch game. It's merely a system that has received a lot of attention because people like to play combat. But you could just as easily play D&D with a light combat focus. It goes back as far as the Village of Hommlet scenario in AD&D -- the adventure was mostly about going through the village, getting to know the residents and figuring out of what, if anything, was going on. Of course, there's a dungeon crawl at the end, but 80% of the scenario was merely conversations with villagers and roleplaying.
There's an assumption D&D is a combat heavy crunch game because of how much of the core mechanics, authored modules, and culture of play are biased towards some degree of tactical combat. This doesn't meant that there isn't a continuum of actual games, but the system is generally accepted to be carrying forward the dungeon crawling combat roots.
@Crimson Longinus
The GM determines what exists in the world, the player determines the actions of their characters. These together create the fictional positioning that helps us determine what happens. Also, why are those actions GM centred if it is the players who initiate them? What would not be GM centred? The player directly dictating the external reality of the setting? That's not their job.
Who determines what the action initiation and resolution is? In a lot of PBTAs the player is the one doing a move in the fiction which triggers mechanics that have combined fictional->mechanical resolutions. In D&D, the GM is the one who calls for/makes a roll "if one is required."
The skill system of 5e is also fundamentally constrained in creating narrative experiences as somebody noted up thread. Again, and this seems to be lost on some folks here over and over again, we're talking rules and systems enabling outcomes. An incredible group of RPers can get a narrative out of a system-less game. A group of folks playing together have a much higher chance of getting a free flowing PC focused narrative when a system is built to promote that. D&D 5e fundamentally is not, even if you can hack it together with either personalities or work.