dd.stevenson
Super KY
So, if you want to steer clear of either gamist or narrativist play, I think that GM judgement calls could be just the ticket. This will still be susceptible to "disruptive" players who want to play in either "storytelling" or "gaming" mode, but that is an issue of communication. It should be made clear that, while there are (perfectly good) games aimed at promoting just those agendas, those playing this game are interested in avoiding them in order to promote the simple joy of exploring and experiencing the wonders of the game world.
If you want a game with significant strategising or collaborative story provokation, though, GM judgement calls are best avoided. This is because they allow players only a hazy concept of what the "rules" are and, worse, once they realise what the rules really are they are susceptible to abuse, if you game them. GM decisions can be "anchored" and "framed" with a view to either dominating the story or "winning" the game - and neither is good for the health of play.
Maybe you could elaborate a bit on what you mean by "significant strategising" here? From what I have seen/experienced, it's well possible for players to strategize--in the sense that they can plan to get their foes where they want them, before combat even starts--as long as they are able to bounce their ideas off the DM first to get some notion about how the ruling would go.
Great post, btw.