I enjoyed Ruin Explorer very, very much. I used the Portal Tarot (same designer as the GameMaster's Apprentice decks, Larcenous Designs), although you can use a d20 and a plain playing card deck instead.
This game utilizes the structure of the Tarot very well, in particular the division between the Major and Minor arcana, separated into two decks.
From one deck, you draw the Major arcana, and follow the directions in the rulebook for each one. Each Major gives unique guidance for a particular setting, for a particular situation, or for a quiet moment of contemplation; many of them change the rules slightly with regards to how you deal with and interpret the Minor arcana.
From the Minor arcana deck, you draw cards that give you inspiration for various elements to add to your tale for this particular Major arcana, effectively a chapter in the life of your explorer. You don't need knowledge of Tarot in order to use the Minor arcana (or the Majors), since the rules provide an easy guide that covers the characteristics of each suit with a scale of intensity for intervals of ranks. No need to memorize individual card meanings.
The nature of the prompts (at the time of this writing; another version is in the works to add more detailed prompts) are very open-ended while giving a bit of guidance, there is an elegance and briefness to the main play loop alongside a lack of stats/states to track, and a lot of freedom between stages of play (the chapters here) to create my own plots and links between them---basically the kind of journaling game I love the best.
Played as a campaign that can stretch over ten chapters, I found Ruin Explorer a pleasant way to create a story in this particular genre with an intensity that ebbs and flows thanks to the different natures of many of the Majors.
Highly recommended if you love open and non-crunchy journaling games that create a narrative with quite a lot of story beats built into the inherent structure of how the Tarot is used.
Notes:
Some may ask what happens if you only get to do one chapter, as in you draw the Judgement card straight away from the Majors deck, or if you end up needing all 22 Majors. Here is my recommendation: the game is not bound by rules the same way many board games and crunchier RPGs are, so you're very free to reshuffle the Judgement card back into the deck if you don't want to deal with it at any time, or to conclude early with Judgement at any time you want. This will not break your game.
Also, feel free to use inspiration aids whenever you need ideas. This mechanic is actually explicitly built into a few RPGs, but it's something you can do for any narrative game.