Not even some of it? A few stories have at least made me want to read all that was available concerning that.
It feels forced. I've maintained that position since League came out.
There's very little opportunity for storytelling in a MOBA. At the end of the day, it's... "You pick the characters that mechanically make sense for your team. There's a story somewhere, but it's not important." And that last part stuck with me. The story isn't important. So I never paid attention to it, and with the way the game is designed mechanically, you're kind of forced to go against 'canon', or the canon needs to be loose enough that the story has no chronological order, or any semblance of sense.
I'm not a fan of on-rails storytelling. MMOs like EverQuest/early WoW were great in the sense that you could avoid being spoonfed the story by actually playing the game. Those mobile game ads where the actual gameplay contains none of the story or any of the characters you've just seen advertised is probably the most extreme case. If your game contains on-rails storytelling and 80% of your gameplay is dialogue that I experience alone without anyone else, then why am I paying $15 a month for this crap?
I also worked professionally on a game (Hawken) that did the same idea: Make a great, solid game that plays wonderfully, and bolt irrelevant content onto it.
Hawken was a game that came out in 2012, after showing an amazing tech demo of mech combat. The publisher, Meteor, decided to bolt-on and spend millions on lore, board games, puzzles, merchandise, card games, novels, even a TV series / movie was in the works with the same people who did the Sonic movie. All of that fell through the moment they were in financial dire straits, and people loved the idea of the game more than actually playing it. The lore was intricate and in-depth - but the game didn't get the same love. In fact, it was heavily ignored and delegated to people who were interested in making more money. Free to play was big at the time, and it 'made sense', despite players having a rabid hatred of the trend that was evolving. But it 'made money', so it made sense. Free to play killed Hawken, though. The game in which could otherwise be a $30 Xbox Live Arcade title was over-monetized while having no core game loop to come back to. So people would maybe spend on their first play of the game, and rarely did they come back - and why should they, given their sole purpose is to play a game that doesn't require them to spend anything?
As such, I've never been able to personally break the stigma of what happened to Hawken based on my own experiences, and thus League's lore has the same level of inauthentic feeling to the lore versus the gameplay.
An MMO would be great to revitalize any interest I would ever have/had with League, provided the game's lore is included from its inception.
But as it stands, it feels like I will be playing the 'League MMO', much in the same way that watching the 'Star Wars Christmas Special' is tainted by the fact that it was awful and associated with the Star Wars brand. So I will be coming into the 'League MMO' knowing that it's part of a universe that I largely have had no interest in until now. Compare that to games like NCSoft's WildStar - a at-the-time new IP that focuses on innovating gameplay with a new universe that you can grow to love. The problem with WildStar was entirely in gameplay, though, and I prefer games to succeed or fail on that merit alone. Not whatever I am told to do by a developer. I prefer traditional, D&D MMOs where your choices matter and you write your own stories.
I realize what I want in a game is dying as time goes on. And it's certainly not profiitable by any sense, so don't expect AAA publishers to sign onto the idea anytime soon. Maybe Riot will be the exception.