Sooo out of curiosity, are you aware of any TTRPGs that use tarot cards for resolution without just using the raw numbers and leaning more into the symbolism of each one? I’ve been getting really into Eidolon: Become Your Best Self 2E lately, and my brain just cannot accept that this is the first published game to actually do that. (I’ve seen games that use the numbers of the major arcana, but the actual forecasts I’ve never seen used before?)
The way you've phrased this makes me suspect the real purpose of this request was to get me to front-page a plug for your new favourite game on my blog, but I'm in a good mood, so I'll play ball. =P
To the topic, tabletop RPGs implementing conflict resolution via interpreting the symbolism of cards isn't terribly common, but it's far from unheard of. The earliest published example I'm personally aware of is Jonathan Tweet's Everway (1995), though this one's arguably not an answer to your question because it uses a proprietary 36-card cartomancy deck rather than a traditional tarot; it depends on whether you mean interpretive cartomancy in general, or the tarot in particular.
If you meant the tarot in particular, I suspect you're not going to see one prior to the early 2000s because of how difficult it was to get your hands on tarot cards in the 80s and 90s – and the lingering spectre of the Satanic Panic, of course! – but I'd love to be proven wrong.
(If anyone wants to offer their own examples in the notes, remember the brief: we're talking about games which use interpreting the symbolism of cartomancy cards as their core conflict resolution method, not just games which have tarot cards in them somewhere.)











