# Change

## Definition

> **Change is a semi-structured way for players to alter something they've established about their** [**Object**](/components/object.md)**.**

* **It's structured** because there is usually a **list of things** that they could Change.
* **It's unstructured** because they can choose to Change **multiple things**, and the scope of the Change can be **insignificant or monumental**.
* **Players are asked to Change something about their** [**Object**](/components/object.md) at various points in the game.
  * **They can also choose to make a Change whenever they feel it's appropriate**, to reflect the events of their story.
* **Change should be reflected materially in the players notes or** [**Drawing**](/components/drawing.md)—things are added, removed, modified, etc.

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### Intention

**Change is a codified way to ask a player to reflect the consequences of their story on their** [**Object**](/components/object.md)**.**

**The list of options for Change is usually anything that the player has committed to paper:** [**Traits**](/components/trait.md)**,** [**Drawing**](/components/drawing.md)**, notes about their story, etc**.&#x20;

**The feeling of loss when something is removed or destroyed is powerful**, and can contribute to the themes of legacy and history. The player (and their story) is the only witness to what came before the Change.

You could just say *'change something about your* [*Object*](/components/object.md)*'*, but by making it a choice from a structured list **you have more control over the rate and nature of the** [**Object's**](/components/object.md) **development**. Players might also see options they hadn't considered as they look over the list, inspiring them to make a more interesting Change.
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### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, players can choose from the following options when they're asked to Change something about their item (**[***Object***](/components/object.md)**)**:

* *A* [*Trait*](/components/trait.md)*.*
* *A detail about the physical appearance of their item.*
* *A detail about something in their world—a name, faction, etc.*
* *A response to one of their item questions.*
  {% endhint %}

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### Advice

**If you want to impose more structure on the game, Change is a good place to explore this**. You could make the options more specific in scope and intent, and explicitly limit players to a single Change when prompted.

**Change often means that your** [**Object**](/components/object.md) **is very different from the beginning to the end of a player's story.** This is generally desirable, but you could minimise the role of Change in your game if you're more interested in how different [Agents](/components/agent.md) interact with the same [Object](/components/object.md).
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