Online play might exist for some but having done it I'll in future avoid it like the bloody plague.
And sure, a single RPG table might consist of 2-5 players; but to be the least bit commercially viable as a game you need to attract an awful lot of those single tables; which means you have to - have to! - spread a bigger tent and appeal to more player types than just the little tiny niche you might really want.
What it sounds like you are saying, but you cannot really be saying this, is that a game has to be pretty much trad like D&D or else it isn't really actually playable, and that only a few crazies really want to play a Story Now game...
Yet in those same games where being proactive is a surefire way to die, being proactive is also a surefire way to succeed: you just gotta keep at it. High risk-high reward doesn't really work without the high-risk part; and that some don't want to engage with that is their problem, not mine. I'll be the first to admit that high risk-low reward is bad; if getting by the high risk doesn't give commensurate reward, what's the point?
And low risk-anythng is just boring.
And if you ask me, personally, trad play VERY VERY easily slips into the mode of being low player reward! You may not even realize it, the players may not even realize how small the bang is for the buck, but it happens pretty often. I'm not commenting on any particular table or any particular RPG here. I think its something that can easily happen in a lot of games. The GM is busy expostulating about setting stuff and situations that mostly arise out of that, and the players are just sort of there. The easiest formula for excitement at that point is combat and loot and XP. And that's a fine model, Gary and Dave totally turned that into a very fine game.
IME you want intense risk and reward cycles, you need to focus on character up front as the driver of the whole thing. In the end, people live in their heads, and that's where the real 'action' is.
So, to get back to the OP, the obvious advice for the Story Now GM is "its never too much, focus on what the characters are, want, and do, and just keep doubling down on putting pressure on it!" When its time to narrate a scene, think of the next thing that can happen that puts some character in a pickle, and DO IT.
And just basically read Apocalypse World, 3 times. Its the bible, it really is. There were earlier games, they have great ideas, there's other styles of mechanics that work fine, etc. but AW is Story Now narrativist gaming boiled down to its raw essence. Understand that, everything else will follow.
And Lanefan, NOBODY rejects AW. No player will fail to be engaged by a competent narrativist GM running it clean and well. There's a very good reason the game has been going strong for almost 15 years now and has spawned 100's of children.