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I thought that developing the rules for an RPG would take me about 6-8 months. That's probably not too far off base, but I have now spent at least double that time just testing & troubleshooting. I found innumerable shortcomings in this testing—so many that the game changed wildly in the fixing and took on "its own" nature, escaping the confines of my original vision. After my from-scratch experience, I can see why so many just began with BX as a template.

Rather than say "the game has a setting," I have come around to a much nicer formulation that "the game has an attached literary canon"—basically what you have arrived at here. A while back, I talked to DunderMoose about this topic, and we also covered the similar related points such as the role & presence of tinkerers in the hobby and the level of seriousness / engagement that people have with respect to the game itself (the other side of the coin of your discussion about a creator using a game to manifest some personal desire). (look around 44 minutes https://www.youtube.com/watch?v=tuIIuAP1LiY)

This piece speaks to me because after my experiences with AD&D and Traveller, I am always looking for the literary canon in a game to jump out at me and teach me something or make me recall something from a new or different kind of story.

I 100% agree that while AD&D can "mechanically" do a far-future space setting, it is severely lacking the literary support for that. That secondary level of support that oozes out of little systems is crucial to establishing the canon. For example, much of it in AD&D is found in the Monster Manual and in the player-facing systems. Reskinning everything just doesn't work; the best fully functioning proof of that is (Classic) Traveller.

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