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What is something that when you come across it you realize it is your jam? You are reading or playing new TTRPGs and you come across something that consistently makes you say "Yes! This! This right here!" Maybe you buy the game on the spot. Or if you already have, decide you need to run/play this game. Or, since we are designers, you decide that you have to steal take inspiration from it.
For me it is evocative class design. If I'm reading a game and come across a class that really sparks my imagination, I become 100 times more interested. I bought Dungeon World because of the Barbarian class (though all the classes are excellent). I've never before been interested in playing a Barbarian (or any kind of martial really, I have exclusively played Mages in video games ever since Warcraft II: Tides of Darkness) but reading DW's Barbarian evoked strong Conan feelings in me.
The class that really sold me on a game instantly was the Deep Apiarist. A hive of glyph-marked bees lives inside my body and is slowly replacing my organs with copies made of wax and paper? They whisper to me during quiet moments to calm me down? Sold!
Let's try to remember that everyone likes and dislike different things, and for different reasons, so let's not shame anyone for that.
Things that show evidence that they have actually played the game and learned from the experience. Evidence of game design and not just vomiting out everything they can think of. Advice on campaign and adventures - what does a "default" adventure or campaign look like? How do I actually use the tools in the game?
For example: "here's how you create a sector" - okay, but how do I actually start the campaign in the sector? I could make something up, but it will probably not use 90% of the sector generation you just advised. So that's not terribly useful, and may be a waste of time. But stuff like "here's how you create an opening scene", and "here's how you set up factions to react to the players and advance the story" and "here's a quick way to create the broad map of a sector, and a way to generate more details on star systems as they become relevant to the campaign" is something that is useful for actually playing the game.
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Blades in the Dark and Stars Without Number both have this, and it's part of why I find them such good systems - it also means that if you decide to change things up, you have more understanding of what you're doing and why you should do it.