Oh, characters can deal with all sorts of personal drama and trauma while the plot rolls merrily along on its predetermined course. "Narrativism" inside of Simulationism inside of Gamism (or perhaps another way around, and maybe with scare quotes on all for fairness), like a big RPG turducken.D&D, insofar as any published adventure or even advice fir play construction this is obviously false. Adventures especially are utterly agnostic to whatever characters are involved. Nothing in, say, Curse of Strahd changes at all -- the plot, the antagonism, locations, NPCs or their agendas, nothing. Hard to claim this is a game about the characters when nothing at all changes in the material. The only thing that changes are the particular details of resolutions of a scene before that's largely ignored before the setup of the next scene.
