This is what I want. Its not Gamist design, because DitV is Gamey.
I want a design that lets me, as a player or GM, make really cool tactical decisions- that forces me, as a player, to play the game. (To Step on Up or Die)
DitV does this with the dice mechanic in the narration. My experience with D&D is that it often fails to do this- the tactical options are too obvious. Burning Wheel is another game that is game-y.
Note that gameiness is not crunchiness: D&D is very crunchy. When most of the decisions are front loaded (i.e. chargen), you have a highly Strategic system, which I believe D&D is. However, it is not a very Tactical system.
Any system I design will have to be very Tactical to support this. I’m just really unsure about how to go about doing that.