Curate, connect, and discover
Sometimes you've gotta take received wisdom in tabletop RPG design and do the exact opposite on purpose, just to see what happens. I've got a vaguely superhero-adjacent RPG I'm working on right now that flips the whole "the player characters' actions should never result in an NPC's death unless that was their explicit intention" thing turnways and makes it literally impossible to engage in physical coercion of any kind toward another person without some non-zero likelihood of accidentally killing the target in the process, and let me tell you, it's resulted in some fun "okay, how are we going to do this" conversations.