>>5767929>>5767958>>5767964Most quest protagonists are male, human, and straight or straight-acting as they are made to reflect the average Quest consumer. In the same vein, the main characters of most pieces of literature try to be as relatable as possible to the audience, with each shift away being a further step that could alienate. For example, you can have a generic human swordsman in a wacky gonzo fantasy setting, or a male human magic user in a generic fantasy setting, but mixing both of the more "wild" aspects makes something less relatable and limits its appeal.
Your average quest protagonist is therefore going to be a straight man OR on the flipside, a female, which is only one deviation away from the straight male human role; and many people can waifu the character and admire the MC, even though they themselves are not female. Making a protagonist gay is going to alienate a section of the audience, but making the protagonist a submissive BOTTOM is only going to further this sense of strangeness, as now not only is the MC not seeking normal relationships, but the quest-goer can't even emulate what they like in their partners, as the MC will be seeking more dominate, toppish, or straight-acting males as foils. This is further compacted by the fact that submissive males are considered more effeminate, and while common culture has already allowed women to be heroic or the main characters of a work, a submissive male isn't given this same opportunity. In other words I think you could run a game with a heterosexual human female with more standard (submissive) sexual tastes, or a gay human male who seeks more effeminate partners (dominant), but combining both elements would seem "gonzo", like the example given above.