Finally, there is one more additional issue; when all you have is a hammer, every problem looks like a nail. This is similar to the
@Malmuria "basket" analysis- which is to say, if your theory predicts that TTRPGs fall into a finite number of baskets (say, 3 baskets), then you will forever be limited to articulating how something goes into a particular basket, or why it should or shouldn't be in that basket. A long time ago, I took an advanced critical theory course where every week, we had to write a paper analyzing the same text using a different method of critical theory analysis. One week it would me Marxist theory, another week psychoanalytic theory, another week third-work approach (measure it against the standards articulated from another work, like Burke's
On the Sublime and Beautiful), another week semiotic and structuralist, another week post-structuralist, another week authorial intent, and so on. The purpose was to show how the same text would produce different meanings depending on the approach used; that instead of focusing on the "correct reading" it was best to think of different theoretical approaches as different tools with which to retrieve meaning. There wasn't a single correct theory- but the theory you used was determinative of the types of meaning you would end up with. A Marxist approach tended to reveal a lot of elements of class struggle and power relations, whereas a psychological analysis is more likely to reveal elements of the characters' conscious and subconscious motivations.