# Trait

## Definition

> **Traits are codified properties of the** [**Object**](https://srd.mousehole.press/components/object) **that make it unique and interesting. They could be physical descriptors, intangible properties, reputations, etc.**

* They are usually a **single word**.
* **Traits are not fixed**.
  * Players are encouraged to [Change](https://srd.mousehole.press/components/change) them over the course of their story, reflecting how their [Object](https://srd.mousehole.press/components/object) develops over time.
* A **list of suggested Traits** is provided for each [Object](https://srd.mousehole.press/components/object).
  * Players are encouraged to make their own Traits if desired.

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### Intention

By making them codified, **Traits provide a method to control the rate of** [**Change**](https://srd.mousehole.press/components/change) that an [Object](https://srd.mousehole.press/components/object) might experience over the course of the game.

**They can have subtext and deeper meaning for the player**, for example the Trait *'Legendary'* will necessarily be supported by the events of their story. Since this is a single-player experience, it's not as important for this deeper meaning to be recorded explicitly.

**Providing example Traits for each** [**Object**](https://srd.mousehole.press/components/object) helps to set the tone and inspire the player.
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### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, Traits are characteristics describing a magical item (**[***Object***](https://srd.mousehole.press/components/object)**).** They might be physical or magical properties or facets of its developing personality.

Each kind of magical item supported by the game has a list of 20 or so sensible Traits for that archetype, but players are always free to make up their own.&#x20;

**For example, the&#x20;*****Weapon*****&#x20;has the following traits:**

*Flaming, Frost, Corrosive, Silent, Warding, Dimensional, Vampiric, Fragrant, Spectral, Gelatinous, Warped, Blessed, Vindictive, Fickle, Loyal, Curious, Knowing, Devious, Romantic*
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### Advice

**Twenty is a good baseline for each** [**Object's**](https://srd.mousehole.press/components/object) **list of suggested Traits, but more or less might be needed.** The more you provide, the more prescriptive you will seem about what Traits are appropriate for that [Object](https://srd.mousehole.press/components/object). However, too few might lead a player to struggle to come up with original Traits or end up with a more generic selection.

**Grouping Traits as you list them** can also be helpful for the player, for example by starting with physical descriptors before moving on to properties, personalities or reputations.

**The order of Traits can also subtly suggest the shape of the Object’s story.** For example, you could offer a spread of broadly positive Traits followed by more negative ones, which might suggest decline as a potential theme in the Object's story.

Finally, consider **how much guidance a player might need to generate Traits**. [*Artefact*](https://mouseholepress.itch.io/artefact) is very light & freeform in this regard, but you might want to introduce more constraints—choosing from a fixed list, mechanising their meaning (e.g. positive/negative), etc.
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