It's a brilliant design from 1987 that was decades ahead of its time.
Or, to be more accurate, it was right in its time and the rest of us are decades behind.
This is the 1st of many glimpses the game offers into the future of #ttrpg—a colorful jumble of barely sensical stretch goal detritus, 2 whole decades before Kickstarter was even launched!
There is a strain of roleplayer out there that craves #ttrpg texts with little to no intrusion from the authorial voice. They want as dry & direct a delivery of the rules as possible.
But where I live, rules are served with a toothsome helping of authorial voice.
Folks, the sheer quantity of voices in this rules text!
Mr. Know-It-All is the dominant voice of the text, but as he tries to explain the rules, he is interrupted multiple times per page by other characters from the cartoon, either in the text or via cartoon illustrations—even by Bullwinkle, himself. Take that Serkis!
We're here for the games!
There are 3 of them in this box: The Narration Game, The Everybody Can Do Something Game, & the Graduate Game.
All this seems pretty simple & straightforward, Eppy. I mean, sure, it's probably fun, but why are you—a game designer respected around the globe & beyond for his insight & devilishly good looks—gushing about it so?
I mean, sure, it's focused more on telling stories than playing roles, but before you push your glasses up, know your GMless role game is coming.
You sit down & the first thing you do is read out how the story begins AND ends. You know where you're going. You just don't know how you're getting there. That's powerful stuff! And a lot of cutting edge games use that to amazing effect.
Such an elegant scenario design system that it's no wonder Fastaval took the year of its publication off.
So much of Swords Without Master is consciously or unconsciously modeled on what's happening here. "The City of Fire & Coin" was an attempt at a warm-up game of sorts. It doesn't check all the boxes this one does, but the idea is there.
But folks, we haven't even scratch the surface yet.
Soon these diplomas will have a mechanical effect, but right now they are something much more useful to a game designer.
This encourages players to end your game thinking about the highlights of that game & feeling good about playing it.
Designers, you want this.
P.S. The Narrator is a magnificent name for this role given the subject of the game. Fucking magnificent.
But I just might explain the whole game along the way. We'll see.
Like the NG, you play cards out of your hand in the ECDSG.
Or, if you are the Narrator, in response to someone failing (which, as we will see, happens all the time).
There's something of a competitive edge here. There are even teams: The Good Guys & the Bad Guys. (Rocky & Bullwinkle Cartoons were binary like that.)
Your objective, as a player, is to empty your hand and use your last card to achieve the stated goal for your team.
Alright, so check this out. When you're the Narrator, you get to steer the story a bit with your questions. When someone tries something they can't, it's on you to tell them they have to spin for it, & when things go wrong…
But, you're also trying to get rid of your cards by incorporating them into your narration. And this is precisely what causes the mantle of the Narrator to be passed along.
Play a card, pass the Narrator standee.
(Take that, Dread! And you thought you were being so fucking innovative!)
Some folks, like Cpt. Peachfuzz, have powers that make them fail even more often.
The only thing left to talk about is the Graduate Game!
Here's the thing about the Graduate Game, it's basically a handful of rules & guidelines for making your own characters, powers, & stories.