The rules are inescapably the physics of the game universe.
Well, my hill lives in between your two propositions: it is possible to have RPGs that produce stories in the moment of and via the process of play. (Produce is not a synonym for permit the telling of.)The first is "RPGs produce stories after the fact; they are not tools for telling stories."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.