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You are telling a story together? How delightful! Though I wish the circumstances were a little less dire for your first foray into one of my books. I’m afraid I cannot guide you through it as I’d like, but here are some things to keep in mind for this story. Firstly, you are collaborating on this, so work together! Secondly, you are looking for a key, something important though I do not know what shape it will take. That is up to you, I suppose! Lastly, my Library is under attack, and so any obstacles that you shape for your characters will be influenced by a dangerous god. He seeks order in all things, and believes that all stories should be about him and him alone. Stay safe!
– K
Once, There Was...
Table of Contents
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Summary
This version of ‘Once, There Was…’ sees players take on the role of Storytellers and add to a shared story that they are telling together. It is a collaborative experience - players aim to tell a satisfying story using the Aspects distributed at the start of the game in their hands. This is a simplified version of the game…
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Players: 2
Playtime: 20-30 Minutes
What You Will Need
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A standard deck of cards, which will be used as Aspect cards. If you are playing online, feel free to use separate decks.
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A writing implement, and somewhere to take notes. Use these to keep track of the Aspects played, and descriptors applied to them.
Set-Up
1) You find yourself in the pages of a story, and must decide together...
What genre of story is this? Where and when is it set? Is there magic here?
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2) Stories will not get far without characters to move them along...
Pick a ♡ Aspect card from the deck, and use it to create your character each with a Descriptor attached. Perhaps you are a foolish prince? Or a grumpy wizard? These are the characters you will journey as, and can only be controlled by the Storyteller that created them.
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3) Now it is time to write your book...
Shuffle the deck, including Jokers, then each pick five cards from it. The cards in your hand represent Aspects with a given prompto build your story with - ♤ Places, ♧ Objects, ♡ Characters, and ♢ Events.
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4) Are we sitting comfortably? Then let's begin...
Decide who will start the story off.
Turn Structure
1) Storytellers take it in turns to tell a part of the story.
On their turn, a Storyteller must play at least one (and up to a maximum of three) Aspect cards from their hand, and use them to weave a portion of a story.
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2) Play your cards cleverly to keep things exciting...
When playing an Aspect card, they must also provide a Descriptor to accompany it, to help give it context within the story. Once an Aspect card is in play, both Storytellers may use it in their portion of the story.
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3) Feeling uninspired It's time for an unexpected twist?
Once per game, Storytellers may discard a card from their hand to drop an Aspect of their choice into the story that they have no card for.
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4) Do not forget, this is a shared story!
When the active Storyteller is ready to pass the control of the story along, then they draw a new card from the deck and into their hand.
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5) Did you live happily every after?
Once one Storyteller has played all of the cards in their hand, then it is time to end the story. This Storyteller has the final say in all matters concerning how the story ends. The other Storyteller may spend leftover Aspect cards to pitch suggestions for how the story should end.
Aspects
♤ Place
A setting in which a section of the story takes place in. When picking a Descriptor, you could consider its environment (flooded, overgrown, misty, frozen), its historical, cultural, and/or technological significance (wealthy, ruined, futuristic, ancient), or its atmosphere (haunted, empty, cosy, vast).
ACE - A place where everything within is vast and looming, and you might wander for many hours. Here, there are many curiosities, and many dangers. Examples: Forest, Jungle, Reef, Swamp, Mountains
TWO - This place demands respect and reverence in all that visit, and reminds them that they are small in the grand scheme of things. Examples: Cathedral, Volcano, Shrine, Vision, Cemetery
THREE - A place where someone or something goes to rest, and feel safe. If it is not yours, then you are trespassing unless invited. Examples: Home, Lair, Den, Cottage, Camp
FOUR - A crossing, from one place to the next. Usually, some obstacle makes it difficult to do so unless solved. Examples: Bridge, Doorway, Portal, Gate, Stairs
FIVE - An enclosed, suffocating place that only descends deeper. You must either turn back or push forward to find a way out. Examples: Well, Pit, Cave, Underworld, Tunnel
SIX - An expanse that stretches as far as the eye can see and probably further still. The only way to the other side is through it. Examples: Desert, Tundra, Sea, Sky, Void
SEVEN - A long and winding route to follow, with little to indicate when it will end, but plenty to see along the way. Examples: Path, Road, River, Canal, Trail
EIGHT - A place of natural beauty that is designed to tempt those who encounter it to slow their pace and admire its many gifts. Examples: Meadow, Garden, Orchard, Paradise, Oasis
NINE - A confounding place in which it is easy to get lost, and hard to be found. Everything here is winding, with many directions to go, and little guidance. Examples: Maze, Labyrinth, Hallways, Archives, Castle
TEN - A place designed to trap something within. Perhaps you are its target, or perhaps something or someone else is captive here already, and seeks freedom. Examples: Prison, Dungeon, Dimension, Cage, Basement
JACK - A hub of creation, artistry, and trade. Here, you may find interesting people with unique things to barter, but always at a price. Examples: Market, Forge, Studio, Bazaar, Workshop
QUEEN - Somewhere of great import, where the rich and influential reside. Such powerful people often show off with displays of decadence or military might. Examples: Castle, Manor, Palace, Keep, Fortress
KING - A place where a great many people reside, and live their lives, or at least used to. Here, you will find a sense of community and shared values amongst a collective. Examples: City, Village, Town, Campground, Commune
â™§ Object
An item of import that can be physically interacted with. When picking a Descriptor, you could consider a physical characteristic (golden, gigantic, reflective, cracked), an unusual feature (enchanted, cursed, protective, talking), or the mood it could evoke when found (forgotten, well-loved, famed, vengeful).
ACE - A comforting, familiar trinket or item that is usually within the home, or commonly found within the story’s world. Examples: Comb, Pot, Lamp, Mirror, Broom
TWO - A container, created with the sole purpose of storing things. With an object like this, the real question is…what’s inside? Examples: Sack, Box, Pack, Chest, Vial
THREE - Sometimes, we need a little nudge in the right direction. These objects help measure and judge progress, time, distance, and direction. Examples: Compass, Map, Clock, Hourglass, Scales
FOUR - Objects created to bind or entrap something. Perhaps for the good of all? Or for maybe for something far more sinister… Examples: Trap, Saddle, Rope, Key, Seal
FIVE - Nature is bountiful, and these objects come from the landscape itself, or the flora and fauna that inhabit it. Examples: Feather, Tooth, Shell, Rock, Seed
SIX - We present or hide much of ourselves and story through the things that we wear, and this object is made to be worn. Examples: Armour, Robe, Cloak, Shoes, Veil
SEVEN - If a story is a journey of sorts, then one might need a vessel to help you travel from one place to the next efficiently. Examples: Boat, Train, Carriage, Cart, Ship
EIGHT - Important things can be found in the papers that people keep hold of. These items are made to be read, and the contents or message written to provoke action. Examples: Letter, Writ, Documents, Journal, Book
NINE - These objects are made to be consumed, and once they are gone they are gone. Take care not to waste what little you have! Examples: Food, Medicine, Wine, Perfume, Water
TEN - All objects tend to have a purpose, but are they useful? Tools certainly are, and they empower many to craft and shape the world around them. Examples: Hammer, Net, Thread, Axe, Spindle
JACK - Music is a food for the soul. Instruments such as these may add a little harmony, rhythm, dissonance, or pluck at your heartstrings. Examples: Lyre, Flute, Harp, Drum, Fiddle
QUEEN - The rich and greedy are never far from the objects that put their wealth on full display. Jewels, treasure, and gleaming adornments are a powerful addition to any story. Examples: Ring, Pendant, Crown, Coin, Brooch
KING - Some objects are created with the intention to do harm, and hurt people. Weapons of all kinds might be found here. Examples: Sword, Gun, Dagger, Staff, Bow
♡ Character
A living and/or a sentient being that acts as an NPC in the story. When picking a Descriptor, you could consider a physical characteristic (hideous, glowing, resplendent, apple-cheeked), a defining personality trait (paranoid, charming, untrustworthy, melancholy), or their place within the story’s world (sickly, mysterious, powerful, heroic).
ACE - One that is young in age, young in experience, or young at heart. They skip through life with wide-eyed curiosity. Examples: Child, Apprentice, Squire, Dreamer, Page
TWO - A figure of noble character, that has been deemed the one to fix injustice, by themselves or others. Examples: Hero, Knight, Vigilante, Champion, Demigod
THREE - A character capable of great evil, normally the villain of the story, that needs to be stopped. Examples: Tyrant, Demon, Assassin, Traitor, Devil
FOUR - This individual maintains faith in the thing or person they believe in - be it their god, their master, or their companion. Examples: Hound, Steed, Servant, Priest, Sidekick
FIVE - One fond of playing pranks, and a law unto themselves. They thrive in chaos, and usually choose to do things for their own amusement. Examples: Jester, Changeling, Trickster, Swindler, Minstrel
SIX - A character that draws or is bound to a distinct power or set of rules that most in this world are not. They may resent this, or instead twist it to their advantage. Examples: Vampire, Fairy, Werewolf, Spirit, Genie
SEVEN - An outsider, rejected by most because they follow strange customs or do not adhere to expected norms. Examples: Hermit, Stranger, Witch, Hunter, Nomad
EIGHT - All manner of interesting beings can be found in the wild, some helpful allies, others dangerous beasts. Examples: Wolf, Tree, Owl, Dryad, Fish
NINE - Whether this figure is in their trade to make money, or because it is their passion, these merchants and creatives have services and goods to barter. Examples: Inventor, Peddler, Smith, Toymaker, Writer
TEN - Someone incredibly wise and experienced, usually with sage advice to share with characters who are in need of some guidance. Examples: Scholar, Wizard, Mentor, Elder, Oracle
JACK - This character rejects the authority and rules of others, and prefers to carve their own path. They may be a menace to society, or a shining beacon of hope and freedom. Examples: Rebel, Pirate, Thief, Scoundrel, Outlaw
QUEEN - A nurturing figure that is emotionally invested in the well-being of one in particular, or a whole group of people. Usually well-loved in return. Examples: Parent, Saint, Sibling, Spouse, Guardian
KING - Those with authority - either elected, inherited, or taken for themselves. It is important to note that just because they lead does not make them a good leader. Examples: Noble, Royal, Minister, God, Captain
♢ Event
An occurrence that is significant in some way to the story’s context. When picking a Descriptor, you could consider the event’s scale and timeline (momentous, secret, annual, recent), its emotional legacy (tragic, glorious, bloody, catastrophic), or its style (opulent, sophisticated, humble, unusual).
ACE - A meeting between two or more characters, that often is the beginning or turning point of a story. Examples: First, Destined, Unexpected, Secret, Final
TWO - A gathering of people, usually united in purpose but individuals will each have their own agenda and stakes in the outcome. Examples: Assembly, Court, Moot, Summit, Council
THREE - A great celebration or social gathering, designed to bring joy to those who attend. Examples: Banquet, Ball, Show, Party, Festival
FOUR - The loss of someone significant hits hard, and these events often prompt great change in an individual or community. Examples: Death, Funeral, Sacrifice, Abandonment, Exile
FIVE - A momentous event that changes the lives of those involved. Examples: Wedding, Coronation, Birth, Betrothal, Investiture
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SIX - An event brought about by some strange power, be it magical or otherwise. Examples: Wish, Curse, Transformation, Enchantment, Summoning
SEVEN - A tense conflict, in which people with very different agendas or points of view are forced to hash it out in some way. Examples: Confrontation, Trial, Interrogation, Escape, Negotiation
EIGHT - In these events, weapons are always drawn and things get violent, bloody, and potentially fatal. Examples: Murder, Ambush, War, Riot, Duel
NINE - Not all events are brought about by people - sometimes nature has a hand in changing the course of a story. Examples: Storm, Flood, Blight, Plague, Famine
TEN - These moments might be of a smaller scale, but they are emotional and haunt the person involved for long after. Examples: Parting, Confession, Betrayal, Reveal, Reunion
JACK - A structured and often holy event, rooted in tradition, that means something to a community. Examples: Ritual, Rite, Pilgrimage, Tribute, Purification
QUEEN - Often foretold, these celestial events can have a huge impact on particular characters or the masses. Examples: Eclipse, Comet, Aurora, Full Moon, Dawn
KING - Some events are so large-scale that their impact is unprecedented and unfathomable. Examples: Ascension, Cataclysm, Resurrection, Rebirth, Deicide
