Sorry, I'm kinda new here. What is "Nar," please?
Short for "Narrativist". Briefly, it means a game that has (or at least intends to have) as it's central aesthetic of play the creation of Story. In theory, if you main aesthetic of play is experiencing a story, then a Narrativist game will better met your goals of play than one that is more focused on say tactical combat and has Challenge as a primary aesthetic of play.
I should note that the term "Narrativist" came out of a theory called GNS that I don't actually subscribe to, and so I'm using the term in a very slightly different way than it's original creator.
Amusingly to me... the thing that people here are decrying about FATE-- the idea that players don't really "play their characters" and instead go fishing for every opportunity to activate their Aspects (even when they make no sense either for how their character behaves or the story at large)-- is actually my answer to this original question...
...which is that I don't "hate" any game systems... I only "hate" the players who use them.
If a person who doesn't like FATE and the like find their reason to be that this supposedly Narrative game incentivizes players to ignore the story and just Aspect-fish... I'd contend that's the fault of the players who are playing FATE, not the system itself. If you are playing FATE because you actually like the story and narrative aspect of gaming that the system is providing... you won't actually DO the things that the people who dislike it think occurs. You WON'T go Aspect-fishing, because you realize that the story is meant to come first, and you'll only use the mechanics to enhance it, not to override it. Which of course feeds right into some of my other posts on the D&D forum about players who can't help but try to "win" in RPGs. Which to me, Aspect-fishing is one of those things-- deliberately going against the game (in spirit if nothing else) because the rules "allow" you to, and thus make you try and "win" the game. If you care more about "winning" every roll and Aspect-fish in all manner of ridiculous ways to get bonuses to help you "win" every roll... that tells me you don't really want to play FATE in the first place and you probably shouldn't be.
Thus for me... I find it's almost always the other players not buying in to the game being played that is the cause of my "hate". The right players who wish to use a system as it is meant to be used to produce the results it is meant to evoke can usually make any system work... but the wrong players will destroy the game from within.
...which is that I don't "hate" any game systems... I only "hate" the players who use them.
If a person who doesn't like FATE and the like find their reason to be that this supposedly Narrative game incentivizes players to ignore the story and just Aspect-fish... I'd contend that's the fault of the players who are playing FATE, not the system itself. If you are playing FATE because you actually like the story and narrative aspect of gaming that the system is providing... you won't actually DO the things that the people who dislike it think occurs. You WON'T go Aspect-fishing, because you realize that the story is meant to come first, and you'll only use the mechanics to enhance it, not to override it. Which of course feeds right into some of my other posts on the D&D forum about players who can't help but try to "win" in RPGs. Which to me, Aspect-fishing is one of those things-- deliberately going against the game (in spirit if nothing else) because the rules "allow" you to, and thus make you try and "win" the game. If you care more about "winning" every roll and Aspect-fish in all manner of ridiculous ways to get bonuses to help you "win" every roll... that tells me you don't really want to play FATE in the first place and you probably shouldn't be.
My own major problem with FATE (and the other "narrative" games I've played, and probably the ones I haven't) is that as a player you want your character to fail, or accept a Compel, or otherwise be unsuccessful or suboptimal, so that you can power up. No character wants to fail or be suboptimal. There is a misalignment of the player's and the character's priorities and desires.