This tabletop role-playing game is one of the gems I picked up at Gen Con this year, from Eerie Games. I’m not familiar with their other products, but this was pointed out by a friend of mine so I checked it out and quickly found myself buying a copy, as well as a tarot deck as they have a selection of those too (although not specifically related to the game).
The game itself is a simple idea, but one that will last more than a few one shots. Your character is an adult who has been dragged into the cruel and strange land of the Faeries. They have turned you into a child, not just to fit their narrative but also to make you weaker and more vulnerable. Your character is now an unwilling player in their games, and to win you need to escape Faerieland. However, the fey are not going to make it easy, and will do their best to twist and corrupt you into a creature like themselves so you can never leave. The only thing that gives you a chance is that they like to take their time…
The book is a very easy read and after the introduction, is divided into five chapters. Chapter one deals with character creation. Chapter two is the rules chapter detailing tasks and combat. Chapter three is for the GM, explaining how to run the game (this one in particular, not just RPGs in general) evoke the right tone and manage the adventure and the fey. The remaining two chapters detail Faerieland itself, with chapter four detailing five locations and the general landscape and chapter five detailing twelve NPCs seeking to corrupt and destroy the PCs. There is also a character sheet at the back.
The art is exceptional as well, and while a lot is reused it doesn’t look cheap, each piece of good enough to appear several times. There are still plenty of images and pictures though, and every page looks amazing.
Characters are defined by four attributes, Wonder, Bravery, Cleverness and Self, each rated from one to five. Bravery and Cleverness are self-explanatory, Wonder is your childlike connection to magic and the ways of the fey, and Self is how good you are at resisting the fey’s attempts to corrupt or claim you. As well as these attributes you have two special abilities, one Childlike Trait (such as being good at hiding or ignoring trauma as just make believe) and one Adult trait (such as good leadership or being able to hold onto memories). There are ten of each of these, giving you a wide choice. But choose carefully, as when you go against the fey these will be the things that really save you.
That’s pretty much all of your character, except for fears and memories. Fears are simple, a quick note of what you character fears most so the GM can work them into the game because the fey know what scares you. You have three memories, and when they are gone you forget yourself and faerieland claims you. So while each character has five damage points to resist damage, your memories are what you really need to protect. However, physical damage is still a major concern as you don’t naturally heal, and losing all your damage points makes you even more vulnerable to the Fey. So you will need to make deals or find magic items to get healed, but those can be dangerous too.
Is That Really the Name?
Once Upon a F&%$ing Time is a 100 page small size hardback book, full of glossy black and mauve pages. The first thing you notice is the layout and design which is excellent. If you have a Goth gamer friend you need to get a birthday present for, look no further.The game itself is a simple idea, but one that will last more than a few one shots. Your character is an adult who has been dragged into the cruel and strange land of the Faeries. They have turned you into a child, not just to fit their narrative but also to make you weaker and more vulnerable. Your character is now an unwilling player in their games, and to win you need to escape Faerieland. However, the fey are not going to make it easy, and will do their best to twist and corrupt you into a creature like themselves so you can never leave. The only thing that gives you a chance is that they like to take their time…
The book is a very easy read and after the introduction, is divided into five chapters. Chapter one deals with character creation. Chapter two is the rules chapter detailing tasks and combat. Chapter three is for the GM, explaining how to run the game (this one in particular, not just RPGs in general) evoke the right tone and manage the adventure and the fey. The remaining two chapters detail Faerieland itself, with chapter four detailing five locations and the general landscape and chapter five detailing twelve NPCs seeking to corrupt and destroy the PCs. There is also a character sheet at the back.
The art is exceptional as well, and while a lot is reused it doesn’t look cheap, each piece of good enough to appear several times. There are still plenty of images and pictures though, and every page looks amazing.
The Rules
The rules system is very simple and uses a deck of cards, with the 9s, 10s and court cards removed but the Jokers in play. When attempting to perform a task the player or GM draws an amount of cards equal to an attribute. If they get a double (or better three or four of a kind) they have succeeded. If the red joker is drawn, its critical success, the black joker means a catastrophe. I’m going to assume this works. But when attributes are rated from 1-5, it does seem quite a high bar for success, even with cards that are removed. Essentially you’re trying to roll doubles on three to five D8s. So I’d have to see it in play but it’s a simple and solid enough idea.Characters are defined by four attributes, Wonder, Bravery, Cleverness and Self, each rated from one to five. Bravery and Cleverness are self-explanatory, Wonder is your childlike connection to magic and the ways of the fey, and Self is how good you are at resisting the fey’s attempts to corrupt or claim you. As well as these attributes you have two special abilities, one Childlike Trait (such as being good at hiding or ignoring trauma as just make believe) and one Adult trait (such as good leadership or being able to hold onto memories). There are ten of each of these, giving you a wide choice. But choose carefully, as when you go against the fey these will be the things that really save you.
That’s pretty much all of your character, except for fears and memories. Fears are simple, a quick note of what you character fears most so the GM can work them into the game because the fey know what scares you. You have three memories, and when they are gone you forget yourself and faerieland claims you. So while each character has five damage points to resist damage, your memories are what you really need to protect. However, physical damage is still a major concern as you don’t naturally heal, and losing all your damage points makes you even more vulnerable to the Fey. So you will need to make deals or find magic items to get healed, but those can be dangerous too.