Definately got the flavour thing going.
An important tone setter. Thank you for mentioning it.
The acronym for the game...problem.
Only a problem if we took ourselves too seriously.
Also, what makes it different from LL, S&W, C&C...(or AD&D)?
Simple question, though requires a more lengthy response. I'll try to be concise:
AS&SH is not a clone, per se, though it shares some of the mechanics the clones seek to emulate. The system makes use of the OGL, but it is not intended to emulate or cut as close to an earlier system as is legally possible; rather, the design goal is to build from foundation laid by Gygax and Arneson in such a way that is respectful of tradition, yet including several unique innovations. Some examples:
Attributes: The standard six, ranging from scores of 3-18, but the modifiers are on a flatter curve.
Races: No demi-humans, or Tolkien-esque high fantasy types. It is a sword-and-sorcery world of humans; these might be of "common" or a specific racial derivative, such as Atlanteans, Kelts, and Picts.
Classes: There are the usual 4 principal classes --
fighter,
magician,
cleric,
thief. There are 16 subclasses, some of which are traditional, others of which are unique. Each class has its own abilities, some of which make use different dice for ability task resolution. Each spell casting class (and subclass) has its own distinct spell list. Each class and subclass has its own XP progression chart (non-universal). AS&SH makes use of a 12-level system; the intent is to have a lower power curve for PCs, where the characters can be heroic, but scarcely super-heroic.
Task Resolution: There is no skill system per se, but characters might have a
secondary skill (mundane profession) or two. Dice conventions are presented for non-standard task resolution (or those tasks not specifically covered by the rules.)
Combat: Combat makes use of a 10-second round that is handled in two discreet phases of action, the order of events determined by the actions of the characters; e.g. movement can bump a phase 1 action to a phase 2 action. AC follows the traditional descending scale, ranging from 9 (worst) to -9 (best).
Fighting Ability is measured against AC when making attacks (naturally, fighters and fighter subclasses enjoy the fastest rate of advancement.
Spells: A massive spell list that makes use of 5 major categories:
Magician,
Cleric;
Druid,
Illusionst,
Necromancer. These are presented in 6 levels of spells of power apiece. Subclasses make use of specific lists. For example, a high level ranger can access magician and druid spells, while the bard accesses druid and illusionist lists.
Monsters: Monsters include a mix of traditional types with a liberal dose of setting specific beasts, such as abominable snow-men, ape-men, crab-men, deep dwellers, elder things, mi-go, and snake-men.
Items: Also a traditional assortment that includes setting specific additions, including a smattering of sci-fi items, such as ray guns.
Setting: The setting,
Hyperborea, is woven throughout the system, but subtly so. For instance, a subclass "flavor" description might mention some Hyperborean element, but never overdone. Of course the setting has its own geography, religions, cultures, flora, fauna, etc, and these are largely presented in the chapter specifically devoted to such.
Hope that helps . . .
