I like the ideas that have been put forward here. In fact I've been thinking something along the same lines for a Rules Cyclopedia game.
One element that needs emphasizing is the character motivation. For this game I'm thinking of encouraging the players to basically create characters who are desperate in life, greedy, or overconfident.
Another element is avoiding overinvestment in character. Survival horror needs death as a real possibility. So my idea for a quick and dirty solution is to have each player control a couple characters at the start. This should encourage a bit more of a "pawn stance" and reduce the sting of death without impairing its entertainment value. The motivations described above might also help make the characters less sympathetic--essentially, alienating the player from the character a bit is a good thing.
About limiting resources, for both D&D and TFT, I think the answer is to make time precious. Wandering monsters can help out here.
Finally, for intercharacter relations, I'm toying with the idea of a trust mechanic similar to
The Mountain Witch. I'm not completely sold on it, partly because I'd like to play RC pretty much "straight", but it does look like it could help with issues of party cohesiveness, trust and betrayal. The barebones version of the rule is
here. Essentially, it allows each player to give points to each other player. Those points can then be used to affect the actions of the character who gave them--either positively or negatively. E.g., adapting for D&D, you might give 5 trust points to someone, and he can use them one at a time to either give you back 1d6 hit points or give you a +5 OR -5 on your attack rolls for the duration of one fight, one saving throw, or skill roll.
At some breakpoint the points refresh and each player can modify the totals as described. That is, for each other player:
Either increase the trust points by 1, or
Keep them the same, or
Decrease them as much as you like.