"Once Upon a Time..."

...is a project to create a multiplayer fantasy online roleplaying game.

Our goal is to create a fantasy world for people that enjoy adventuring, roleplaying, questing, crafting, raiding and socializing. In other words, experiencing their own fairy-tale first hand.

Note: some of the points listed below will probably only make sense to you, if you have previously played other online roleplaying games. The features are a list in progress, many of the goals are defined by the lacks and gaps of current online RPGs.

Click here if you want to discuss the features or add your comment on the forum.


Here is a quick summary of OUaT's planned features:

Character Development & Adventuring:

Classless character development - players have their own choice what skills they want to learn and master based on a clever and well worked out system to balance their powers.

Anticipating and careful character design for all playable races, we want you to be able to identify yourself with your character and like what you run around in!

We strongly strive to avoid and replace the typical quest or experience "grind" situations.

No levels, character progression is solely defined by skill-advancement.



Raiding & Endgame:

No mass raiding - higher end and raid-content will be designed for groups of roughly 20 people.

Fair raid-loot system that will make the current DKP-systems obsolete.

No flagging or keying riots for guilds. Keyed zones will be there, but the effort effort of keying will be limited to 1 key per guild or tradable keys per group to prevent constant backflagging.

Unique high-end items: items dropping from advanced raid-encounters will be serverwide only once in the game.


General Features:

Active roleplaying will be highly encouraged and rewarded by the game-mechanics and a strong language system.

Sophisticated and highly tactical magic & melee system.


Quality content: no mass or copy and paste designs or shopping-list style quests.

"Intelligent" and highly flexible content scripting.


No instancing as we believe it ruins the immersion.


No travel-hub zones, we want our world and the social life to take part in the cities.

No stockmarket-like automated tradesystem. We want the players to haggle face to face for prices. In the spirit of "Want to sell all on me at T1!"

Senseful tradeskill system (no clicking or farming orgies).


Plenty of GM events.


Active customer service based on common sense rather than stiff rules.

The game will be developped for current standard win32 systems: ~3GHz CPU, 1024 MB ram, mid-range 512mb 3D card.

and a lot more!