Hi everyone and welcome to my blog! Today I’ll
be reviewing Artefact by Mousehole Press, a game you can find on itchio here.
It’s a wonderful creation tool for designing backstories for items in your game
world. I’ve had so much fun with it that I thought I’d share some of my
thoughts about it and also share a magical weapon’s backstory that I created
using Artefact’s rules.
To start, I discovered Artefact thanks to my
husband. He introduced me to his physical copy of Artefact and explained the
premise, that it’s a game you play to create magical items and their backstories,
and I was immediately swept away by it. I enjoy worldbuilding and creating
items for my world’s I’ve “built” is a part of that. Artefact provides a
detailed structure to design magic weapons and their histories.
Not only is Artefact useful for creating
weapons and other magical items, but it’s also a relaxing game as well.
Throughout the book you are reminded to dim the lights, listen to some music,
and just breathe as you reflect on your creation.
I found this to be nice as I’m the kind of
person who zooms through everything. I tend to rush and not appreciate things
until after I’m finished, so being reminded to just breathe and think really
allowed me to appreciate the process of creating, as well.
You don’t need much to play Artefact, just
something to write and draw on and something to write with. The game includes a
soundtrack, which I found lovely. I liked that I didn’t need dice or cards to
play. Not that I don’t like these implements in my solo games, but it meant I
could take Artefact on the road and play in the car if I wanted to, which is
always a nice touch.
The magical items you create in Artefact can be
sentient or semi-sentient. They react and change based on their Keepers, or wielders,
as well as during significant events during their lifespans. You answer prompts
in a certain order and this will help you establish Traits and a history for
your item. Yes, this is a journaling game. You will be writing a lot. I know
that’s not for everyone, but there is something satisfying about reading over
what you’ve written when what you’ve written is as detailed as Artefact allows
for.
This is a slow-moving game, or at least it was
for me the first time I played it. That’s because the author encourages you to
take breaks as your magical item passes from one Keeper to the next. I like
that it gives me time to reflect and think, but I could also see someone just
going ahead and skipping this part to keep on writing while they’re inspired.
I’ve played Artefact three times already. I’ve
used all of the items I’ve created in different games. I’d like to share one of
the histories of a magical item I made using Artefact to give an example of
what journaling the game could look like. The Artefact I made was a shortsword
that my reoccurring character in many of my games, Winona Wrath, used in Four
Against Darkness. I had acquired a magical sword in 4AD and knew that was the
perfect time to pull out Artefact to learn more about the sword.
Here’s the tale of the shortsword,
Heartbreaker, written using Artefact’s promps and rules.
The shortsword was tempered in the heat of a
great forge by the legendary Elven smith, Aoric. He used the most powerful ore
in the land to forge the blade, Dreadsilver. Dreadsilver is strong enough to
kill a dragon and pierce through magical barriers. Aoric named the sword
Heartbreaker, for all the widows created due to its use in battle.
Heartbreaker is a force of its own and thinks
of its Keepers as comrades. It is a very loyal sword. Heartbreaker was forged
in the city of Lihtos in Echodia during the Imperial Age and longs to return
someday, though the city is full of undead in modern times.
Aoric was once forced to use Heartbreaker to
kill a woman he was in love with who turned out to be a thief, stealing his weapons
for her anarchist rebellion faction. He dealt her the killing blow after a
thrilling battle. Legends say she cursed him with her last breath, but the truth
is she died immediately when she was stabbed the final time.
Of all its comrades’ predilections over the
years, revenge is the most confusing to Heartbreaker.
The first Keeper of Heartbreaker after Aoric
was Rhangyl. He was a rogue from the same faction as Aoric’s lover and murdered
Aoric in revenge and took Heartbreaker.
Rhangyl was a Moon Elf, a former slave, who
escaped and now lived a daring life as a rebel against the Empire. He eventually
left the faction when his ideas for revolution were considered too extreme.
He used Heartbreaker to kill an evil Human
noble and freed all two hundred of his Elf and Gnome slaves. Rhangyl eventually
tracked down his own old slave master, a man named Gael Spanghero, and slew him
in a duel. But Gael cheated and used a poisoned sword in the duel and mortally
wounded Rhangyl.
Before Rhangyl died he gave Heartbreaker to a
new Keeper, a freed Gnome slave named Palmyn. Palmyn used Heartbreaker to
become one of Xosnea’s most famous monster hunters of the Imperial Age. Palmyn
used Heartbreaker to slay the legendary Fire Giant, Buwar. She also belonged to
the highly competitive monster hunting guild, the Beast League.
She traveled to Wocrex and fought many battles
with the Lich, Deeghis, though she never successfully defeated him. She did
save a great hero from Deeghis’s tower once. It was the Elf warrior Zhoron
Zinra, who had once been a fellow slave.
Eventually Palmyn was slain by the orc Urgan in
a duel to the death. The sword entered Urgan’s treasure stash until decades
later when two treasure hunters found it in the orc’s old lair.
The treasure hunters were two Humans: Cleeve
Ermyn and Marian Bothy. Despite their mutual distrust, they were
sometime-lovers, and shared ownership of Heartbreaker.
Eventually Marian ended up with the sword when
the two split after the distrust between them became too great. Marian died in
a dungeon, leaving Hearbreaker to sit in waiting for centuries for a new
Keeper, who happened to be Winona Wrath.
As you can see, I was inspired greatly by the
prompts in the book and developed a detailed history of Heartbreaker, whose Traits
ended up being Romantic, Loyal, and Spectral. I decided to define these Traits
as she deals +1 damage against any enemy who has just harmed someone she loves
when she wields Heartbreaker.
I love journaling and I love games that make me
really think about the kind of world I’m building. From the story above, I
created numerous characters that I can bring up again in future stories set in
the land of Xosnea. That’s an exciting prospect for any worldbuilder.
I highly recommend Artefact to anyone who enjoys
journaling games with minimal set-up, as well as for GMs of pretty much any
game who want to create a deep history concerning a magical item.
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