TTRPGs are an inherently DIY hobby. They are often not so much "games" as they are "toys" with which we make our own fun.
So it is frustrating when people complain that this style of game or that character class or a certain sort of adventure doesn't exist or they don't like the one from the publisher.
Make it yourself. Create that mundane fighter or that cosey vampire game.
You can do it. I believe in you.
Most people really can't do it well enough to be enjoyable to their
victims players.
Many don't enjoy trying, either.
Even if one has the skill, one often has not the time.
And all the happy belief in the world won't give someone without the skills nor time a good result.
I approach the skill, and have the time, but am not one who really is comfortable sharing my creations. It was as true as a musical composer in college (first major was Music Performance - Vocal, had to take upper division composition classes because there were not many other upper division music electives, and wasn't good enough on my minor instrument for that ensemble). It didn't help that the music written in those was often nigh-painful. (My Music Comp instructor was a 12-tone serialist.)
I have serious levels of imposter syndrome as a musician. I have worse as a game designer. The games on my website are there not for me, but because someone else asked me to put them there.
I've (literally) 2 dozen half-started designs on my hard drive, and only one that looks like it's going anywhere.
Which requires a whole load of skills that most GMs never develop past a minimal level.
There's a reason adventures sell - it's less self-harm to pay the cash for a module than internalize the stresses of creating an adventure, let alone doing so on the fly in realtime during session.
Yes, I wing it. I'm not as good as I used to be - age (and increased psych meds needed due to brain traumas) rob me of ready memory access so essential to doing well winging it.