The first motivator is not money. I'm interested in doing that. That's about it.

Good for you! I mean, I agree, its fun and rewarding. Your OP did make it sound like you were interested in taking your business in that direction, that's all. Most businesses do want to make money, at least as one of their goals. You will be very unlikely to do that in this industry!
From a business perspective, the goal is to diversify. I will not go into too much details but we have several different video game projects and are trying to build strong IPs. There's interest in diversifying through different mediums (animated shows, TTRPGs, collectibles, etc). I'm probably the individual with the most experience and interest in reading up, dissecting, understanding and playing TTRPGs.
Yeah, it might make sense. RPGs are funny though. D&D is virtually the only thing the world knows about, in general. The hobby obviously is about more, but the size of the whole thing is pretty tiny. So the question then is if there's much exposure to be gained. Also the prevalence of D&D suggests you would want to associate your IP with that (IE maybe write D&D 5e compatible setting/game supplement material that relates to your IP).
The TTRPG by itself doesn't need to break the bank. It needs to not be a financial disaster and create some synergy and movement between different demographics and populations of customers.
Again, I would strongly consider a 5e-related product then. They seem to be the most popular, WotC obviously has some interest in their success, etc. I don't know what their relationships are like today with 3PPs publishing 5e-related material, but I think they are at least friendly, and probably mildly encouraging, if nothing else.
Also, I probably would not undertake such a project by myself, trying to get some money to pay artist left and right and cobble up together a game on my off time. But, depending on how things go financially at my work, we have over a hundred professionals with relevant skills (testing, localization, design, artists, programmers, etc) that are always looking for work.
I mean, I can see how that might align, yes. OTOH they are expensive. If you want to not lose anything/much the budget will need to be tiny by standards of most video games (I'm saying 5 figure sized pretty much, at most).
Lastly, and this is entirely a personal opinion, I think the TTRPG hobby is quite obscure and hard to get into. It's pricy (or at least the entry point can be), it's time consuming, it demands that multiple people schedule time together and most of the time, the rules are daunting, numerous and require a real investment from at least one person to master them. These are all entry barriers. No wonder the hobby hasn't grown as much as other hobbies.
Well, I think this is true of D&D, yes. There are some VERY simple and straightforward games out there though. They simply don't attain much market. If it was simply a matter of making a much more accessible game and that would unlock a big untapped potential market, it would have happened decades ago by now. Many have said what you are saying, and tried it! Consider games like Everway, which is simply played with a deck of cards and a couple other play aids.
I think there's an unfilled space in the market and that TTRPGs can be spun into something that's:
- Easy to learn, easy to try and streamlined.
- That's heavily supported by technology. For example, Paizo products have some unofficial websites and databases for feats, spells, etc. I don't understand why companies don't do this themselves.
- That's not too pricy because it doesn't require people to buy multiple 50-60$ books.
Yeah, but building web infrastructure is EXPENSIVE. WotC tried it 13 years ago with 4e. DDI wasn't a disaster, but it fell far short of their wishes, and I suspect was a lot more expensive than they expected. Weirdly it also seems to have had negative impacts on their overall business model.
I would never say what you are dreaming of is impossible. I will say that if you achieve it you will definitely be a great innovator in the space! It isn't exactly clear what direction to go in either. Do you build a VTT? (I bet you have the skills to make a really good one). Is it purely a board-type game? Euro-game style? What? How does the web tie in to that? What creates high replay value in a fairly simple to play game? I guess you guys have designed games, maybe you can crack it! I hope so!
Tabletop Games are gaining in popularity, video games are the biggest commercial media on the planet by a huge margin, play is becoming more and more prominent in education, formation, therapy, etc. We have many clients that think that the only solution to their solution are pricy technological apps and softwares that cost hundreds of thousands to develop when tabletop games could be a solution.
Anyway, I'll stop here. It would be short-sighted to say "it's a small market, there's no money to be made, why do it".
It is a legitimate question though, when the market today is SO small (well under $100 million with one really dominant player absorbing most of that, with the rest split between many small but highly experienced players).
Certainly business will ask you this question, and they will ask it many times and very hard!