Pure director. That paragraph describes my game style to a T. Set up the scene, push conflict at the PCs, see what they do with it. I don't really care about setting beyond what I need to set up a conflict, rules are a tool, nothing more. I'm not interested in my own plot, I want to see what the PCs come up with.
This has led to many misunderstandings in games, where players assume that when I say story is paramount they think that means railroading. My game is very unrailroady, I take the attitude that what the PCs are interested in is important, not my preconcieved ideas. I use what they do and my tools as the GM to guide things toward a three act arc, rising action, etc.
I've found that this makes for really good games. It also has the advantage of being light on prepwork - I rarely have more than 1 or 2 pages of notes for a 4-5 hour game session, but it's harder to run than something where you have it all planned out.