Granted, the game I played usually focused on the mechanic rather than the narrative. So that is probably why it didn't work.
This is probably going to be the case for the majority of RPG Maker games, because the majority of users, even the majority of those putting out for commercial sales, are probably neither professional quality writers nor able to present a past portfolio of good quality written works.
As such, for an indie
RPG, belonging to a
genre in which
story quality is super high priority, if the potential player or customer can't get hooked on how one presents the game's story quality on the download page and trailer(s), it's going to be that much harder for them to consider trying the game or even trying out the demo, especially when their time is limited and there are so many other games on the market.
Almost nobody will care if the dev says the game is good if the presentation isn't good. Less people wanting to try it also means less reviews, less word of mouth, less everything.
There are still going to be people who will play regardless, but the potential pool of players will not nearly be as large as the general market if presentation doesn't hook them in even before trying the game.
P. S. If you're not confident about your writing but still want to put out a commercial product with a well-written story, there are always the options of studying the art of writing (take classes, watch videos, read books, etc.), and taking on a partner who is well-trained in writing.