When I started writing Sixty Years in Space, there weren't as far as I was aware any TTRPG adaptations of board games. Dungeons and Dragons itself was an adaptation of a miniatures game, and that tradition had kept going, and a collectible card game had a an adaptation, but the overwhelming flow of adaptations was in the other direction. Board games, especially in the modern renaissance of board games, were prolifically adapting everything they could, either directly or inspired by. And video games in turn have begun borrowing ideas from board games and rapidly iterating on them, taking advantage of the fact that while a board game rarely gets more than 10 plays at the table, a board game-inspired video game might be able to get 10 plays an hour.
Board games have a number of cool ideas that could easily be adapted into TTRPGs. As someone pointed out on Twitter, board games have much, much cooler character sheets. Indie board game fans are are more comfortable with the idea of paying for things than indie TTRPG fans. I would argue that boardgames do a lot more work with a lot simpler maps and rules (although you are free to disagree). And board games sometimes do something else, which I'm going to term diegetic play.
Something strange occurred as I was writing Sixty Years In: I began to notice that reading the rules was part of playing the game.
For a start, that's a great excuse for allowing me to get away with making more rules. If reading the rules is part of playing the game, then more rules equals more game play. But I already had a great excuse: as long as nothing I wrote was as complicated as rocket movement in the High Frontier board game, I could get away with as writing as much as I wanted (and let's not start with the sins that the phrase living rules enables). So something else was up.
Monopoly is a much bullied game in the board game community in a way that ignores its popularity. Most of the Monopoly rules are terrible. But when you go to the bank in monopoly, you get handed money which is counted out by the banker, just like people of a certain age used to do in real life. And that's what I mean by diegetic play: the thing you do in the game mimics as closely as practical the thing you do in reality.
Reading the rules in Sixty Years In with a group of friends and figuring them out is as close to the experience of sitting in NASA mission control, with the spacecraft design and operating manuals out, trying to figure out a technical solution to an unexpected situation as I can make it. And that's not the only place I was able to introduce diegetic play. Creating a map can become diegetic play, if I make the process of creating the map follow the same order of operations as surveying a planet or star would follow in the real world. Running an exfiltration, while you watch from afar as red and blue teams move throughout a map, can become diegetic play. Calculating fuel allowances is diegetic play -- but building rockets in the board game is diegetic play but not in the TTRPG, so I've not been able to do this everywhere.
You might argue that even venerable Dungeons & Dragons has diegetic play every time you have a conversation with an NPC. But there's an inherent tension in every role-played conversation in every TTRPG: it is reliant on player-performance instead of character-performance. And moving figurines around the map is diegetic only in the miniatures forebears of D&D, mimicking the battle map a general might move their troops around during a combat operation. Except. Except if you recast yourself as a co-director of a fantasy movie, moving figurines around a map is just what you'd do with the stunt and special FX teams while you were planning out an action scene. And that's where D&D gets the closest to indie TTRPGs: the combat map is a collaboration between players and DM in much the same way that collaborative play is designed for and encouraged in many of these games.