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What an object remembers in a solo RPG

Artefact changes the viewpoint of a fantasy story, with useful consequences for how libraries describe and teach solo games.

An old key passes through faint suggested hands in white and green ink, with purple watercolor drifting through a dark field.
Original illustration / OpenAI image generation

The magical sword usually enters a fantasy story when somebody finds it. Jack Harrison’s Artefact moves attention to the sword’s longer existence: the people who carried it, the periods when nobody did, and the changes that survive each owner. A possession becomes the continuing subject of the story.

That small change opens a substantial design question. What can an object know, and what can it do with that knowledge? The player invents the account, but the chosen viewpoint gives that invention a particular shape. A weapon, a musical instrument and a book invite different histories before anyone writes the first sentence.

This essay reads the creators’ descriptions of Artefact and The Wretched alongside narrative theory. It makes no claim to report firsthand play, therapeutic effects or measured educational outcomes.

A life longer than its keepers

Artefact asks one player to create a magical item and follow it through successive keepers. Harrison’s description makes the item’s agency limited: a keeper carries it into the world, while the item can exert influence through its own magical capacities. Between keepers, the object waits. The player decides how much time passes and what changes during those intervals. Harrison’s description of Artefact

The interesting unit is the relationship between the item and a keeper. A history organized around an adventurer tends to follow that person’s opportunities and losses. An object that outlasts several people allows the player to place those lives beside one another. It also makes absence available as part of the fiction. Years can matter even when the object has no one to carry it anywhere.

This is an interpretation of the premise, not a claim that every player will produce the same kind of story. One person may emphasize a succession of battles. Another may invent an instrument passed through a family. The rules’ invitation establishes a possibility; the player’s choices determine what appears on the page.

For a librarian recommending solo games, that distinction is helpful. Describe the activity the publication invites: imagining an object, tracing changing relationships and recording a history. A reader can then decide whether that activity appeals. Labels such as relaxing, healing or transformative promise a personal result that a product description cannot establish.

Who sees, who speaks, who writes

Narrative theory gives this reading a more precise vocabulary. In his university-hosted guide, Manfred Jahn explains focalization as the selection and restriction of narrative information in relation to perception, knowledge and viewpoint. His discussion distinguishes accounts of focalization rather than presenting every use of the term as identical. The useful question here is whose position organizes the information available in a story. Jahn’s Narratology, sections 3.4–3.5

The person writing a journal is not automatically identical with its narrator or its focal character, so a player in Artefact can know the whole invented history while composing an account shaped by an object’s limited position. A narrative might also move beyond that position. Asking where it does so can be more revealing than demanding perfect consistency with a theoretical label.

An academic librarian working with a literature instructor could build a small comparison around that distinction. Give students a short, invented event and ask for two accounts: one from a person who acts in it, another organized around an object that remains afterward. Then ask what each account can disclose, what it has to infer, and what it leaves out. The RPG provides a concrete reason to examine narrative perspective.

The exercise should remain proportionate to its aim. If the purpose is to identify viewpoint, assess the student’s explanation of narrative choices. The amount of intimate material a student contributes has no necessary bearing on that understanding. An invented example can do the intellectual work without making personal disclosure part of participation.

A different kind of solitude

Chris Bissette’s The Wretched places a solo player in another restricted situation: a surviving crew member aboard a damaged ship after a lethal attack. Its listed materials include cards, a tumbling block tower and a microphone, and its description emphasizes recording the survivor’s experience under extreme pressure. It brings a threatened person’s present into focus, where Artefact’s premise allows an object to persist across successive lives. Bissette’s description of The Wretched

Both publications belong in a conversation about solo roleplaying, but the shared category does little to describe the difference in activity. A reader choosing between them needs information about perspective, subject matter, materials and the form of the resulting record. A library display organized only around the number of players would conceal most of what makes that choice meaningful.

The same distinction affects programming. A session involving audio recording needs arrangements for where recording happens and who can hear it. A session involving private written histories needs a clear agreement about whether anybody will be asked to share. These are consequences of the proposed activity, and a facilitator can address them before participants begin.

I would make sharing optional and describe that choice plainly. Participants who want to discuss a design decision can do so without reading their entire fictional record aloud. Someone may also prefer to discuss the published prompts rather than produce a story in a group setting. A public program can accommodate those forms of engagement if its facilitator decides what the event is trying to make possible.

For collections, I would distinguish the published game from the records people create through it. A game can be acquired and cataloged through ordinary selection work. A participant’s journal or recording requires a separate decision about contribution and access. Its existence does not make it library property or imply that its author intended an audience.

Artefact makes a familiar fantasy possession worth following across time. Its value for close reading begins with that specific invitation. Attend to who can act, who can perceive and who gets to tell the account, and a small solo game becomes a demanding object of study without needing an inflated claim about what it does to its players.