Artefact Optimised
Artefact Optimised
Artefact Optimised
stream at THEARTEFACT.NOW.SH
4 A way to track time, if not using the soundtrack.
SAFETY
This game is designed to be played alone, mitigating many of the
consent issues associated with playing games together.
However, as an intentionally solitary, somewhat melancholy
experience, it may not be the best thing to play when struggling
with feelings of loneliness.
If the game leaves you feeling isolated, or you are already
struggling, there are good online resources that might help.
Mind, a mental health charity, have a series of tips & support
options at BIT.LY/MIND-LONELINESS.
You can, instead, play the game as an epistolary—taking turns
writing parts of the game, potentially as a fun way to stay in
contact with distant friends. If so, consider the safety of the other
players—including appropriate content warnings.
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GAME CONCEPTS
ITEMS
This game is about magical items, tools with incredible powers
and a sentience that grows as you play. Items do not die but can
be tarnished, broken, buried or otherwise lost and forgotten.
KEEPERS
An item cannot act alone—a KEEPER must seize it. Only then
can it travel around, seeing wondrous places and having grand
adventures.
Its agency is limited, shackled to its KEEPER, but it can influence
its situation through magic, communication and force of will.
Writing the story of each KEEPER, consider how they obtained
the item, how they treat it, what they achieve with it and how it
changes them and their destiny.
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TRAITS
TRAITS are characteristics describing a magical item. They might
be physical or magical properties or facets of its developing
personality.
Each ARTEFACT has a list of sensible TRAITS for that archetype,
but always feel free to make up your own.
Don’t worry about a TRAIT’S precise definition—they mean what
you want them to.
CHANGE
Playing the game, the item evolves and develops, shaped by its
experiences, TIME passing, and the KEEPERS who wield it.
At various points, you are asked to CHANGE SOMETHING about the
item. This usually means adding, removing or modifying:
4 A TRAIT.
4 A detail about the physical appearance of your item.
4 A detail about something in your world—a name, faction, etc.
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GAME STRUCTURE
ACTS
The game takes place over three ACTS, forming your item’s story
as your game progresses. Each act has its own set of KEEPERS and
TIME options to choose from.
RESOLVING A KEEPER
After choosing a KEEPER, you complete a series of steps to tell
their story and explore the ways your item might change from
the experience. You can use these steps to tell a full, detailed
story, or keep things short with a brief outline of events.
1. First, you’ll describe the KEEPER, providing their name and
a few striking details. Think about how they acquired the
item—was it given to them or did they find it, discarded or
unguarded?
2. Then answer the two questions or prompts listed under the
KEEPER’S heading.
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RESOLVING A REST
As you await the next KEEPER to claim your item you’ll REST
in darkness or with your eyes closed. The ACT tells you what
to think about while you wait. You can use the ambient
soundtrack or wait in silence with a timer listening to the
sounds around you.
Don’t worry if your mind wanders while waiting—your item’s
mind wanders too. Eventually the silence breaks and a new
KEEPER appears.
BREAKS
At this point stop to consider if you might like to take a break.
If you’re writing a lot of detail for each KEEPER consider playing
the game over a few shorter sessions rather than one long one.
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STARTING TO PLAY
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CREATE YOUR ITEM
After choosing a ARTEFACT, answer the opening questions about
your item’s creation. Describe the person who made the item and
add three TRAITS (5) to describe its starting properties.
Draw the item, making your sketch large enough to easily record
changes as you play. Each ARTEFACT has different suggestions for
details you can add, but go with whatever inspires you.
Your drawing is primarily a tool for visual reference, not art. You
can always create a more artistic version when the game is over.
TAKE A BREATH
For the rest of this game you inhabit your item and perceive the
world through its strange, inhuman senses. When questions
in the game refer to ‘you’ they mean your item and its evolving
sentience.
This item is your character for the rest of the game.
When you have completed the instructions for your chosen
ARTEFACT and are ready to play, empty your hands, close your
eyes and take a moment to breathe.
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ENDING THE GAME
CONVERTING ITEMS
You might reach a point where you wish to continue the item’s
story in a different game—for example, the next KEEPER could be
a player character in your D&D game (or any other system!).
To do this, you’ll need to convert the item into the new system.
This is typically a straightforward process, using your item’s
TRAITS to create special properties or actions available in the new
system. So ‘Flaming’ would become ‘3d6 fire damage’, and so on.
Don’t try to explain every detail—leave it a mystery to unravel.
EPILOGUE
Regardless of where you leave your item, it’s worth taking some
time to pause at the end of the game.
Take a final moment to sit in silence in the dark. Think about
how your item is remembered, if at all, through stories, art or
archaeological remains in a museum. Think about the KEEPERS
you left behind, and the twists and turns of their storied lives.
Then turn the lights back on, have a snack and stretch out as you
leave your item behind—concluding your time with this game.
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ARTEFACTS
THE WEAPON
A TOOL OF WAR: A BLADE, AXE OR SOMETHING STRANGER
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as comrades in
arms, thoughtless captors or something else?
4 Of all the places you’ve seen on your travels, one stands out
SUGGESTED TRAITS
Flaming, Frost, Corrosive, Silent, Warding, Dimensional,
Vampiric, Fragrant, Spectral, Gelatinous, Warped, Blessed,
Vindictive, Fickle, Loyal, Curious, Knowing, Devious, Romantic
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THE SHIELD
A BULWARK OF PROTECTION: FROM TOWERING SCUTA TO DEFT BUCKLERS
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as loving wards,
cowardly abusers or something else?
4 Of all the places you’ve seen on your travels, one stands out
them to best it. Now the story is a popular legend. What major
detail do people get wrong in the retelling?
4 You are immortal; you do not grow old. What preoccupation
SUGGESTED TRAITS
Immovable, Levitating, Balanced, Warding, Sprouted, Gigantic,
Blessed, Homely, Utilitarian, Mirrored, Brash, Peaceful, Fickle,
Loyal, Forceful, Knowing, Stubborn, Romantic, Discerning
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THE INSTRUMENT
PRODUCES MUSICAL SOUNDS, CONVENTIONALLY OR OTHERWISE
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as spirited
collaborators, heartless exploiters or something else?
4 Of all the places you’ve seen on your travels, one stands out
madly in love with. Describe the person courted, and the songs
played to woo them. Did you love them too?
4 You were there—your music filled the air and the brute was
SUGGESTED TRAITS
Beguiling, Cacophonous, Reviving, Splitting, Soothing,
Sustaining, Summoning, Remembering, Mathematical,
Enlightening, Sardonic, Cheeky, Curious, Devious, Sublime
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THE ORNAMENT
JEWELLERY, CHARMS AND TRINKETS: SMALL BUT POTENT
You were crafted from the rarest gems and metals by a master
artificer—describe them, their materials and their fateful forge.
Add three TRAITS describing your item then draw it. Embellish
your drawing with jewels, runes and other intricate details.
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as possessive
magpies, compliant marionettes or something else?
4 The place you were created fills you with dread and you never
madly in love with. They felt it was improper and returned you
with a scornful retort. What made them feel that way?
4 You helped your KEEPER outsmart the brute and take him
down for good. Now the story is a popular legend. What major
detail do people get wrong in the retelling?
4 You are immortal; you do not grow old. What preoccupation
SUGGESTED TRAITS
Obscuring, Sensing, Protecting, Strengthening, Healing, Spectral,
Whispering, Summoning, Elemental, Kindling, Clockwork, Evil,
Tender, Beguiling, Tricksy, Mercantile, Loyal, Curious, Blessed
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THE DECK
A COLLECTION OF WORN CARDS, AN ORACLE OR SOMETHING STRANGER
GUEST ARTEFACT BY JAMILA R. NEDJADI (@TEMPORALHICCUP)
You were created by one with invincible will, great magical skill,
and a desire to laugh in the face of destiny – describe them.
Add three TRAITS describing your item then draw it. Create
bewitching patterns, strange imagery, and other mystic details.
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS? As gifted heroes,
doomed seekers or something else?
4 At least one of your cards was taken from you, and you were
changed. What card was it and what new form has it taken?
4 You were once used to cruelly change the fate of someone
your KEEPER was madly in love with. Describe the person they
betrayed. Did you love them too?
4 You were once used to strike a bargain with an unstoppable
you could tell your KEEPERS about the true nature of destiny?
SUGGESTED TRAITS
Haunting, Weird, Knowing, Quirky, Meek, Wild, Unperturbed,
Stoic, Intoxicating, Ancient, Excitable, Fragile, Delirious, Wise,
Deceptive, Sorrowful, Frantic, Talkative, Mesmerizing.
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THE FOOTWEAR
SHOES; THEY ARE FOR GOING PLACES, CONVENTIONALLY OR OTHERWISE
GUEST ARTEFACT BY W.H. ARTHUR (@ARYL_ETHER)
Then add two more TRAITS describing your item and draw it.
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 Do the two of you always agree with each other? What is your
relationship like – siblings, rivals, or something else?
4 You reminisce about the taste of soil from a specific place and
someone they were madly in love with. Describe the lover, the
thief, and the story of how you were retrieved.
4 Your KEEPER was snared in a nefarious trap set by the brutes,
but with your help they escaped. Now the story is a popular
legend. What do people get grievously wrong in the retelling?
4 The pair of you are immortal, and you always have each other.
SUGGESTED TRAITS
Swift, Winged, Heavy, Stealthy, Swashbuckling, Polished, Vegan,
Comfortable, Sturdy, Resilient, Striking, Heeled, Stylish, Bouncy,
Bickering, Mismatched, Insulated, Gripping, Elegant, Dynamic
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THE STAFF
A CONDUIT FOR MAGIC; A FOCUS FOR ARCANE POWER
GUEST ARTEFACT BY ANNA BLACKWELL (@BLACKWELLWRITER)
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as teachers,
students or something else?
4 Of all the places you’ve seen on your travels, one stands out
see your own purpose with crystal clarity. What are you driven
towards? Have you ever had cause to question your purpose?
SUGGESTED TRAITS
Introspective, Unstable, Burning, Horrific, Scholarly, Distracted,
Curious, Detached, Glowing, Delicate, Enthusiastic, Elegant,
Illusory, Cryptic, Otherworldly, Mischievous, Anxious, Cold
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THE TOME
A RECEPTACLE OF KNOWLEDGE, LOST OR FORBIDDEN
GUEST ARTEFACT BY KARIN MESSERVEY (@SWEETNAWFUL)
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as students,
ingrates or something else?
4 On your travels you learned something about the world that
SUGGESTED TRAITS
Beguiling, Warding, Summoning, Reviving, Divine, Eldritch,
Planar, Enlightening, Cataclysmic, Eager, Sardonic, Fickle, Loyal,
Curious, Knowing, Devious, Melancholic, Discerning
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THE AUTOMATON
A SELF-OPERATING MACHINE, RESPONSIVE TO ORDERS
GUEST ARTEFACT BY JASON PRICE
ARTEFACT QUESTIONS
4 Over time you gain a name or honorific. What is it and why?
4 How do you come to think of your KEEPERS—as masters,
friends or something else?
4 Of all the places you’ve seen on your travels only one made
you feel as if you belonged there. Where is this place and why?
4 You were once ordered to kill someone your KEEPER was
SUGGESTED TRAITS
Humanoid, Uncanny, Imposing, Compact, Ramshackle, Flying,
Crawling, Rolling, Aggressive, Stoic, Romantic, Melancholy,
Curious, Obedient, Rebellious, Loyal, Logical, Wise, Naive
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KEEPERS &
TIME
ACT I: NEWLY FORGED
KEEPERS
I. NEWLY FORGED
A FOLK HERO
THEY ARE WHOLESOME, HELPFUL AND A LITTLE NAIVE
4 Describe the isolated village they work to protect.
4 How did you help them protect their home in a time of crisis?
A YOUNG NOBLE
THEY ARE WEALTHY, EDUCATED AND FASHIONABLE
4 Describe the landed family that they are descended from.
4 How were you used in the nobles’ cutthroat politics?
A REVOLUTIONARY LEADER
THEY ARE INSPIRING, REBELLIOUS AND DRIVEN
4 Describe the unjust social order they wish to overthrow.
4 How did you help them achieve their first major victory?
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TIME
I. NEWLY FORGED
Choose the amount of TIME you must wait until your next
KEEPER arrives. Follow your chosen option’s instructions.
A WEEK A MONTH
REST for ten seconds. REST for twenty seconds.
A YEAR A DECADE
REST for forty seconds. REST for one minute.
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ACT II: A TIME OF GLORY
KEEPERS
II. A TIME OF GLORY
A RIGHTEOUS CHAMPION
THEY ARE HAUGHTY, PASSIONATE AND STEADFAST
4 Describe their religious order goals.
4 How did you help them complete an epic quest?
AN ALL-CONQUERING WARLORD
THEY ARE FEARED AND ADORED IN EQUAL MEASURES
4 Describe their empire and the armies they rule it with.
4 How did you help them establish their mighty dominion?
A BANDIT KING
THEY ARE SARDONIC, RUTHLESS AND RESPECTED
4 Describe their outlaw kingdom’s seat of power.
4 How did you help them ascend to their crooked throne?
A MONSTER HUNTER
THEY ARE SHARP, FEARLESS AND IMPOSSIBLY STRONG
4 Describe the highly competitive guild they belong to.
4 How were you used to defeat a legendary beast?
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TIME
II. A TIME OF GLORY
Choose the amount of TIME you must wait until your next
KEEPER arrives. Follow your chosen option’s instructions.
As you REST think about the weight of every passing day, growing
imperceptibly with each sunset.
A MONTH A YEAR
REST for twenty seconds. REST for forty seconds.
A DECADE A CENTURY
REST for one minute. REST for two minutes.
Choose once on DUST &
RUST or SHIFTS & CURRENTS.
CENTURIES A MILLENNIUM
REST for three minutes. REST for four minutes.
Choose once on DUST & Choose once on DUST &
RUST or SHIFTS & CURRENTS. RUST or SHIFTS & CURRENTS.
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ACT III: THE RUINATION
KEEPERS
III. THE RUINATION
AN ARCHIVIST-COLLECTOR
THEY ARE OBSERVANT, AUSTERE AND MANIACALLY ORGANISED
4 Describe the archives they oversee and where you’re stored.
4 Which of your former KEEPERS are they keen to study?
A DOOMSDAY CULT
THEY ARE SCORES OF ACOLYTES WITH BURNING EYES & FIERCE PURPOSE
4 Describe their leader and the cataclysm they wish to trigger.
4 How were you used to complete their sinister, wretched ritual?
A FOOLHARDY WARRIOR
THEY ARE OPTIMISTIC, ENERGETIC AND HOPELESSLY OUTMATCHED
4 Describe the forces of evil conspiring against them.
4 How did you intentionally lead them to their doom?
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TIME
III. THE RUINATION
Choose the amount of TIME you must wait until your next
KEEPER arrives. Follow your chosen option’s instructions.
As you REST think about the layers of dirt, sand and bone that
accumulate upon the world you know, now buried and forgotten.
A DECADE A CENTURY
REST for one minute. REST for two minutes.
Choose once on DUST &
RUST or SHIFTS & CURRENTS.
CENTURIES A MILLENNIUM
REST for three minutes. REST for four minutes.
Choose once on DUST & Choose once on DUST & RUST
RUST or SHIFTS & CURRENTS. and SHIFTS & CURRENTS.
AN AGE AN EPOCH
REST for five minutes. REST for six minutes.
Choose once on DUST & RUST Choose three across DUST &
and SHIFTS & CURRENTS. RUST or SHIFTS & CURRENTS.
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TABLES
VICTORIES &
VALOUR
VALIANT ACTS, VANQUISHED EVIL AND INSPIRING MANOEUVRES.
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NEGLECT
& MISCHIEF
TREACHEROUS ACTS, TRAGIC LOSS AND DEMEANING MISUSE.
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SHIFTS &
CURRENTS
THE SUN TURNS, EMPIRES RISE AND FALL AND HEROES FADE TO MEMORY.
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DUST
& RUST
MUCK AND MURK, TARNISHED METAL AND SLOW, INEVITABLE EROSION.
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