Starmaker: In good RPGs the player interacts with the "story" just as they interact with the combat part -- by picking options (move here, say this, steal that) and resolving the result through the characters' stats, skills, and inventory content. E.g. suppose there's a building with a guard parked outside -- you can
sweet-talk the guard (cha, dominate),
bribe the guard (money or item in inventory),
kill the guard (duh),
do a quest to get invited (procedure call),
sneak in through a third-story window (invisibility/stealth, climbing/flight)
find a secret way in through the sewers (thief class, int, procedure call).
How isn't it gameplay?
I actually consider this to not be story (though the quest could possibly have a story, of course). In fact, I can think of an example in an early RPG that I consider to be story-free: Ultima 3.
In Ultima 3, one of the ways to get money is to loot the town of Death Gulch (this can be done repeatedly until you have enough money). However, there is a guard blocking the door, as well as other guards in the town. Hence, you have a choice here:
* Bribe the guard (but that costs money)
* Kill the guard (but now all the guards are hostile and after you; I hope you are able to handle them, or that you are able to stop time (which costs either money or more than half your maxed-out Wizard's MP)
* Don't bother, and instead get your money from one of the dungeons (my preferred solution, actually).
There are other guards, but at least one can be avoided with an alternate route.
Even then, certain chests (those right next to the shopkeeper) will turn the town hostile, so you can either avoid taking them (and get less money) or take them anyway (and be prepared to fight/stop time to escape).
In conclusion, your example is gameplay, but it doesn't qualify as story to me.
(By the way, have you played Ultima 3?)