The discussion elsewhere is crystallizing a game design for me: Full Service Island. You know those outer space dives and cave taverns and hotel Artemis type places adventurers visit? You run one of those. It’s the Deep Space 9 of the Star Trek family.
One player is the Client, representing people who come there with problems. The rest of the PCs are mechanics, hostesses, whoever. Solve problems or reveal secrets via skill, connections, and empathy.