# Overview

System Reference Document - v1.0

![](/files/-MgviyfmsF3ziU0wd1CK)

### What is this?

**The&#x20;*****Lost & Found*****&#x20;system produces solo games telling the story of an** [**Object**](/components/object) **over a long stretch of time, typically from its creation to destruction.**

**The story is told from the perspective of the** [**Object**](/components/object) **itself**, not those who use it. Player choices over the flow of the game will introduce characters and events, providing prompts that aim to inspire and constrain the story in interesting ways. However, the characters introduced through play are always transient within the long view of the [Object](/components/object).

**This document's purpose is to enable other designers to create their own&#x20;*****Lost & Found*****&#x20;games.** It is an explanation of the system's components and how they fit together. It also explains what each component's purpose is in the game and has suggestions for how to adapt it for new designs.

### How to use this document

To learn more, start by reading through the **Components**, starting with [**Safety**](/components/safety). This section will introduce all the key terms from the system. Each page has four sections:

* **Definition**: A description of the Component and its key features.
* **Intention**: The purpose of the Component in the game.
* **Example**: An example of the Component from a finished game.
* **Advice**: How to implement the Component in your design.

*If you want a general overview of the system, you can read just the **Definition** of each Component.*

Once you understand the Components, you can move on to the **Structure** of the system. This explains how the Components come together into a game.

Finally, under **Usage** you'll find some [licensing information](/usage/license) & some [logos](/usage/logo).

### Thanks

* **To** [**Matt Sanders**](https://twitter.com/iammattsanders) for his input on the content of this document.
* **To** [**Jason Morningstar**](https://bullypulpitgames.com) for the work that inspired *Artefact*, [**The Skeletons**](https://bullypulpitgames.com/games/the-skeletons/).
* **To** [**Chris**](https://christophermichaelroberts.bandcamp.com) & [**Jason**](https://alwayscheckers.itch.io), for always saying yes to a draft.
* **To** [**all of the awesome backers** ](https://www.kickstarter.com/projects/jhrrsn/bucket-of-bolts-a-solo-rpg-zine)who've supported me over the past year or so.


# Safety

Comfort & support.

## Definition

> **Safety is a general term for procedures that ensure players of a game are supported and comfortable during play.**&#x20;

* This can include procedures to follow before starting play, as well as those to reference when something comes up during play that makes a player feel uncomfortable.

{% hint style="info" %}

### Intention

Since *Lost & Found* games are predominantly solo experiences, there are fewer safety concerns than when you're dealing with multiple people.

However, it's still worth considering two main areas of Safety in your game:

* **Content warnings**: explicit flags for any challenging writing in your game—[Tables](/components/tables),[ Agents](/components/agent), [Traits](/components/trait) etc.
* **Loneliness**: several common themes of *Lost & Found* games could trigger a negative response in a player if they are struggling with feelings of loneliness or isolation. We might ask a player to imagine what it feels like to be alone for a long period of time, or even misused and discarded.

Raising these issues before players start can help prepare them for what's to come, or let them make an informed decision to put off playing for the moment.

You might also want to explicitly ask players to **take breaks**. It can be quite exhausting writing these stories, especially if players are enthused enough to write paragraphs of story for each [Agent](/components/agent). The pause between [Agents](/components/agent) or [Acts](/components/acts) are both good times to consider prompting players to take a break.
{% endhint %}

{% hint style="success" %}

### Example

***From*** [***Artefact***](https://mouseholepress.itch.io/artefact):

*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* [*here*](https://www.mind.org.uk/information-support/tips-for-everyday-living/loneliness/about-loneliness/)*.*
{% endhint %}

{% hint style="warning" %}

### Advice

If you decide to involve multiple people in a *Lost & Found* game, you will have to consider how to try and prevent players from introducing content that makes others feel unsafe (and have procedures in place if they do anyway).

The [***TTRPG Safety Toolkit***](https://drive.google.com/drive/folders/114jRmhzBpdqkAlhmveis0nmW73qkAZCj), created by Kienna Shaw & Lauren Bryant-Monk, is a great starting point if you'd like to know more about safety techinques & practice within the RPG space.
{% endhint %}


# Object

e.g. items, locations, vehicles

## Definition

> **Objects are material things that can be seen and touched, such as a&#x20;*****sword*****, a&#x20;*****house*****&#x20;or a&#x20;*****spaceship*****.**

* Each story told by a *Lost & Found* game focuses on a **single Object**.
* These stories are told from the **perspective of that Object**, and are often coloured by its influence.&#x20;
* The Object **cannot act alone**, it needs to be **used by an** [**Agent**](/components/agent)**.**
* Objects are **made by a** [**Creator**](/components/creator) of some kind, defined at the start of each game.
* Objects are **described by** [**Traits**](/components/trait).
* Objects are **visualised through a** [**Drawing**](/components/drawing).
* Each Object has a **list of questions** associated with it that players may choose to answer over the course of the game.
* Questions are addressed to *'you'*,  meaning **the Object**.

{% hint style="info" %}

### Intention

**The unusual viewpoint of the Object is what makes these stories distinct from most fiction.** It allows players to create extended narratives over longer timescales than mortal perspectives would allow.

**The Object questions** provide an opportunity to explore the changing nature of the Object, its opinions & its place in the world—independently of any particular [Agent](/components/agent) or event.&#x20;

However, there is also interplay between the potential of the Object to create change in the world and its inability to act alone—**its power must be utilised by an** [**Agent**](/components/agent)**.**
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, you are telling the story of a magical item (**[***Object***](/components/object)**) from its creation to destruction**. The item (*sword, boots, book*) can't act alone—it must be seized by someone ([*Agents*](/components/agent)) and used. Its agency is limited, but it can influence its situation through magic, communication and force of will.

Each item has **six** questions associated with it, such as:

* *Over time you gain a name or honorific. What is it and why?*
* *Of all the places you’ve seen on your travels, one stands out and you long to return. Where is it, and why?*
* *You are immortal; you do not grow old. What mortal preoccupation is most strange to you as one that cannot die?*
  {% endhint %}

{% hint style="warning" %}

### Advice

**Tangible, portable Objects are a natural fit for this system**, but it could also work with something much larger such as a location (*castle, space station, etc*). It could also be adapted to work with something intangible (*a virus, an idea, etc*).

**Be mindful of making Objects that are too capable of acting by themselves.** The core of the *Lost & Found* system is the relationship between Objects and [Agents](/components/agent), and this could be diminished if the Objects become independent.
{% endhint %}


# Creator

e.g. a smith, an artisan, an architect

## Definition

> **Each** [**Object**](/components/object) **is made by a Creator.**

* Players will describe the Creator, and a few details about their world.

{% hint style="info" %}

### Intention

This is the first opportunity a player will have to **shape the world they are building**.

**It also sets a touchstone**, an origin, which the story can return to and contrast against as it develops.
{% endhint %}

{% hint style="success" %}

### Example

**From** [***Artefact***](https://mouseholepress.itch.io/artefact)**, the&#x20;*****Weapon*****&#x20;has the following prompt for the Creator:**

*You were tempered in the heat of a great forge by a legendary smith—describe them, their materials and their smithy.*
{% endhint %}

{% hint style="warning" %}

### Advice

Sometimes, the Creator might go on to become the [Object's](/components/object) first [Agent](/components/agent). For example, a wizard might create a staff for their own use. In other situations this will be less likely, for example an blacksmith would not necessarily be the first wielder of a sword they forge.

A player might decide that they have a personal relationship with the [Object's](/components/object) first [Agent](/components/agent), but that's not a requirement.
{% endhint %}


# Trait

e.g. 'flaming', 'fast', 'sarcastic'

## Definition

> **Traits are codified properties of the** [**Object**](/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](/components/change) them over the course of their story, reflecting how their [Object](/components/object) develops over time.
* A **list of suggested Traits** is provided for each [Object](/components/object).
  * Players are encouraged to make their own Traits if desired.

{% hint style="info" %}

### Intention

By making them codified, **Traits provide a method to control the rate of** [**Change**](/components/change) that an [Object](/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**](/components/object) helps to set the tone and inspire the player.
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, Traits are characteristics describing a magical item (**[***Object***](/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*
{% endhint %}

{% hint style="warning" %}

### Advice

**Twenty is a good baseline for each** [**Object's**](/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](/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.
{% endhint %}


# Drawing

e.g. a sketch, a diagram

## Definition

> **The Drawing is a visual representation of the** [**Object**](/components/object)**, typically a sketch or diagram.**

* It is not supposed to be particularly beautiful or challenging—it’s a tool, not art.
* Suggested details and other considerations for the Drawing are provided for each [Object](/components/object).

{% hint style="info" %}

### Intention

**The Drawing serves two main purposes:**

Firstly, by giving visual form and structure to the [Object](/components/object) it can **shape the way the story is told**. Looking at the Drawing, especially any key details the player has chosen to highlight, can inspire or influence events in the story introduced by other sources.

Secondly, it is a **record of** [**Change**](/components/change). Players are encouraged to make their Drawing large enough to add or alter parts of it as they play—showing damage, modifications, etc as the [Object's](/components/object) story is written.
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, after defining a few details about your item (**[***Object***](/components/object)**) you are asked to draw it.**

**Every** [**Playbook**](/components/playbook) **in the game has different suggestions for details you can add**, for example the *Weapon* asks you to *“embellish your drawing with gems, notches and other curious details.”*
{% endhint %}

{% hint style="warning" %}

### Advice

It’s worth explicitly telling players that they should not aim to create art with their Drawing. It can be intimidating to be asked to draw, even just for yourself, and it’s not supposed to be the focus of the game. Of course, they are free to get carried away with it, but giving players permission to sketch something simple makes the experience more accessible.

The suggested details for the Drawing are another opportunity to set the tone for the [Object](/components/object). The stranger your [Object](/components/object) is, the more support a player might need to draw it. You could provide lists of potential features, diagrams of possible structures, or even outlines for them to customise.
{% endhint %}


# Playbook

A collection of Object content.

## Definition

> **A Playbook is a collection of content centred around an** [**Object**](/components/object)**.**

* An [Object](/components/object), [Creator](/components/creator), questions, suggested [Traits](/components/trait) and [Drawing](/components/drawing) instructions are collected into a **Playbook**—usually a single page.
* A *Lost & Found* game might have just one Playbook, or multiple Playbooks for different [Object](/components/object) archetypes.

{% hint style="info" %}

### Intention

If you've only got one type of [Object](/components/object) in your game, Playbooks are a simple way to bring all the relevant content into one place.

If your game supports more than one kind of [Object](/components/object), grouping content into a Playbook lets you create a tonally-consistent experience for each [Object](/components/object). You can tailor each aspect of the Playbook ([Creator](/components/creator), [Traits](/components/trait), etc) to be specific to that Object, making them feel distinct from one another.
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, where** [**Objects**](/components/object) **are different kind of magical items, there are nine Playbooks.** E.g. *The Weapon*, *The Shield*, *The Instrument*, etc.

**In** [***Bucket of Bolts***](https://mouseholepress.itch.io/bucket-of-bolts)**, where the** [**Object**](/components/object) **is a spaceship, there is just one Playbook**—*The Ship*.
{% endhint %}

{% hint style="warning" %}

### Advice

The content that makes up a Playbook doesn't need to be entirely unique for each [Object](/components/object) in your game. You might repeat certain key questions, or they might share some or all of their suggested [Traits](/components/trait).

Deciding how many Playbooks to include with your game is a question of **variety** and **scope**:

Within the broad category of [Objects](/components/object) your game is designed around, **how many distinct archetypes do you think there are?** In [*Artefact*](https://mouseholepress.itch.io/artefact), the nine Playbooks all represent magical items, and (for example) a *Weapon* is clearly different from an *Instrument* in some fundamental ways that the game wanted to represent. But the difference between different kinds of *Weapons* (*e.g. axe, sword*) was not considered great enough to warrant unique Playbooks.

Also, of course, there is no hard stopping point for how many Playbooks you might create—**but at some point you'll run out of time, money or interest!**
{% endhint %}


# Agent

e.g. people, societies, ghosts

## Definition

> **Agents give an** [**Object**](/components/object) **purpose through application.**

* Much like [Objects](/components/object), **Agents are loosely defined archetypes**—'templates' that a player can shape to fit their story.
* They will often have **story questions** associated with them: asking about their background, their time with the [Object](/components/object), etc.
* Players will be asked to **describe the time the** [**Object**](/components/object) **spent with the Agent**, potentially including a choice of prompts from one or more [Tables](/components/tables).

{% hint style="info" %}

### Intention

***Lost & Found*****&#x20;games are focused on** [**Objects**](/components/object)**, but that doesn't mean they're uninterested in Agents**. In fact, the history of an [Object](/) is largely the story of the various Agents that use it throughout its existence. But, crucially, an [Object's](/) time together with any one Agent is always only part of the story.

**Providing a fixed selection of Agent 'templates' for a player to choose from**, as opposed to a more freeform selection, supports a more structured story—especially when they are organised into [Acts](/components/acts).
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact), Agents are called Keepers. Each Agent is presented with a few evocative details and two questions:

* One about the **Keeper & their world**, and
* One about a **memorable event** from the item's ([*Object*](/components/object)) time with the Keeper.

Here's one of the Keepers from the game:

\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~

**The Folk Hero** (*they are wholesome, helpful and a little naive*)

* *Describe the isolated village they work to protect.*
* *How did you help them protect their home in a time of crisis?*

\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~\~

After answering these two questions, players are instructed to **choose one prompt** from one of two [Tables](/components/tables). If the Keeper and item achieved great things together, the player chooses from ***Victories & Valour***, e.g.:

* *A stronghold of great importance was attacked by a dreadful, monstrous horde. How did you help your Keeper drive off the fearsome assailants?*

If the item was misused, they choose from ***Neglect & Mischief***, e.g.:

* *You intentionally deceived or refused to help your Keeper, leading to their demise. What took place and why did you act in that way?*
  {% endhint %}

{% hint style="warning" %}

### Advice

**Agents will bend a player's story in a certain direction**—choosing the *'Folk Hero'* from above will be very different from the *'Bandit King'* or *'Doomsday Cult'*. As such, **it is important to offer enough variety that players don't feel forced towards a certain tone or outcome**. Giving players a choice between four divergent Agents, of which they'll choose two, is a good starting point.

To further expand their options, **you could provide a generator to support players who want to create their own Agents**. They can then choose or randomly determine options from various lists and combine them into an Agent. However, players might find that Agents produced in this way are less coherent, perhaps making it harder to keep tone and theme consistent in their story. You will also lose the narrative structure provided by [Acts](/components/acts) (*unless you create a generator for each* [*Act*](/components/acts)*!*)
{% endhint %}


# Change

Adding, removing or modifying something about an Object.

## Definition

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

* **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) 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)—things are added, removed, modified, etc.

{% hint style="info" %}

### Intention

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

**The list of options for Change is usually anything that the player has committed to paper:** [**Traits**](/components/trait)**,** [**Drawing**](/components/drawing)**, 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)*'*, 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) **development**. Players might also see options they hadn't considered as they look over the list, inspiring them to make a more interesting Change.
{% endhint %}

{% hint style="success" %}

### 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)**)**:

* *A* [*Trait*](/components/trait)*.*
* *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 %}

{% hint style="warning" %}

### 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) **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) interact with the same [Object](/components/object).
{% endhint %}


# Rest

Time passing as the Object waits between Agents.

## Definition

> [**Objects**](/components/object) **are not in continuous, unbroken use. There is invariably some period of downtime between** [**Agents**](/components/agent)**. This is Rest.**

* During a Rest, **the Object is inert**.
* To represent Rest in the game, **players are asked to wait in silence** for a time proportional to the [Object's](/components/object) wait.
  * This is usually in the range of **seconds to a few minutes**, but it might represent **years or centuries** of time passing for the [Object](/components/object).
  * The player chooses how much time the [Object](/components/object) will Rest.
* As part of a longer Rest, players may be asked to **choose a prompt** about the passing of time.
  * This is chosen from one of two [Tables](/components/tables): one about how the passage of time **affects the** [**Object**](/components/object) and one about how the **world around the** [**Object**](/components/object) changes.
  * After choosing a prompt, the player is asked to [Change](/components/change) something about their [Object](/components/object).
  * The longest periods might ask players to choose multiple times from the [Tables](/components/tables)
* Atmospheric music can be provided to listen to instead of silence.

{% hint style="info" %}

### Intention

While there is little to focus on in the Rest periods between [Agents](/components/agent), **making space for it mechanically helps to solidify that we're experiencing this story from the perspective of the** [**Object**](/components/object). Whether it is reflective, meditative or boring, we get some small window into the experience of the [Object](/components/object) during its long wait.

It also gives the idle minds of the players some space to look backwards & forwards to contemplate the shape of their story, which can be hard to make time for when writing continuously.

Finally, it's nice sometimes to have an excuse to sit quietly!
{% endhint %}

{% hint style="success" %}

### Example

**In** [***Artefact***](https://mouseholepress.itch.io/artefact)**, players Rest after resolving each Keeper (**[***Agent***](/components/agent)**)**.

When they Rest, **they choose from six periods of time to wait for**. They might choose *A Century*, which would have the player Rest for *two minutes* in. A [soundtrack is provided](https://christophermichaelroberts.bandcamp.com/album/artefact-deluxe-edition-soundtrack) to (*optionally*) listen to during the Rest. **They would also choose one prompt from a** [**Table**](/components/tables) for this time period.

If they want to explore the world changing around them, they would choose from ***Shifts & Currents***, e.g.:

* *Your name passes into common speech as a phrase, with a meaning somehow connected to your history. What is the expression and what does it come to mean?*

Or, if they instead want to explore more direct consequences of time passing, they would choose from ***Dust & Rust***, e.g.:

* *Gold and silver dull. Iron rusts. Colours fade to a sepulchral grey. What would your creator say if they saw you now?*
  {% endhint %}

{% hint style="warning" %}

### Advice

**Providing music is optional, and not always feasible, but it's a really valuable addition to the game if possible**. Most people seem to find it much easier to listen to a song, however sparse the arrangement, than sit in silence. If you're able to provide original compositions, the tracks should match the periods a player could be asked to Rest and can be named as such (e.g. [*'A Century'*](https://christophermichaelroberts.bandcamp.com/track/a-century)*, a piece of music two minutes long*). Otherwise, providing an appropriate playlist of songs to stream, or even just suggested genres, is fine.

[***Artefact***](https://mouseholepress.itch.io/artefact) **tends towards decline as a theme during Rests, and the** [**Tables**](/components/tables) **reflect this**. This is not the only way to consider time passing though—you might want to show how technology develops or society flourishes with utopian ideals. In general, though, it's interesting if the changes that occur during a Rest are out of step in some way with the [Object](/components/object) — it is becoming outdated, incomprehensible, taboo, etc.

Finally, it might be worth recognising explicitly that **meditation is hard**, and can be a difficult or isolating experience. This is also touched on in [Safety](/components/safety).
{% endhint %}


# Table

A list of prompts.

## Definition

> **Tables are lists of prompts that players will pick from when instructed.**

* Each table will have a specific **theme or grouping** of prompts.
* Prompts are usually an **establishing line** followed by one or two **questions**.
  * E.g. *"An event has transpired. Question about the event? Follow up question?"*

{% hint style="info" %}

### Intention

**Tables are another way to give players a structured choice about where to take their story**. When a player chooses a prompt from a Table, it usually establishes something true that has happened in their story—an event, effect, etc. They will then have a chance to further elaborate through a number of questions.
{% endhint %}

{% hint style="success" %}

### Example

[***Artefact***](https://mouseholepress.itch.io/artefact) **has are four Tables: two for use with Keepers (**[**Agents**](/components/agent)**) and two for** [**Rests**](/components/rest)**.** These are described in the examples for those components.

Each Table has six prompts of typically two or three sentences each. Here are a selection of prompts from across *Artefact's* Tables:

* *Gold and silver dull. Iron rusts. Colours fade to a sepulchral grey. What would your creator say if they saw you now?*
* *Whether by frost, corrosion or something stranger a prominent setting or rune is damaged irreparably. How does the damage affect one of your properties?*
* *You are swallowed by a passing sentient ooze—translucent and hungry. Where does the strange creature make its home, and what else of note churns with you in its viscous form?*
* *You intentionally deceived or refused to help your Keeper, leading to their demise. What took place and why did you act in that way?*
* *A stronghold of great importance was attacked by a dreadful, monstrous horde. How did you help your Keeper drive off the fearsome assailants?*
  {% endhint %}

{% hint style="warning" %}

### Advice

While the content in a [Playbook](/components/playbook) is unique to that [Object](/components/object), **Tables are shared between all** [**Playbooks**](/components/playbook). As such, the prompts contained within a Table need to be applicable to all included [Objects](/components/object).

Players are usually instructed to choose a prompt from a Table, but they could also randomly determine one. Using a fixed number of prompts in each Table makes it easier to do this, especially if the number is a common die size (e.g. 6).
{% endhint %}


# Act

A collection of Agents and Rests.

## Definition

> **An Act is a collection of** [**Agents**](/components/agent) **and** [**Rests**](/components/rest) **with a connecting theme.**

* **Players progress through Acts over the course of the game,** choosing a fixed number of [Agents](/components/agent) from an Act before moving on to the next to continue choosing.
  * The available [Rest](/components/rest) periods can also change between Acts.
* A *Lost & Found* game typically has **three Acts**, with players choosing **two** [**Agents**](/components/agent) from a possible **four** in each Act.

{% hint style="info" %}

### Intention

**Acts are one of the most potent ways to control the shape of stories told with a&#x20;*****Lost & Found*****&#x20;game.** By thematically grouping content, you can have players engage with different themes in a fixed order.

They also give some control over how long a game will take to complete.
{% endhint %}

{% hint style="success" %}

### Example

[***Artefact***](https://mouseholepress.itch.io/artefact) **has three Acts**:

* **Newly Forged**, which is broadly optimistic and humble.
* **A Time of Glory**, which is more bombastic and momentous.
* **The Ruination**, which is about decline.

Each Act has **four Keepers** ([*Agents*](/components/agent)) and **six time periods for Rest**. Players choose **two Keepers** from each of the first two Acts, and then continue choosing Keepers from the third Act until they have Rested for a total of 10 minutes or more. They can also end their story in the third Act whenever they feel it's appropriate.
{% endhint %}

{% hint style="warning" %}

### Advice

**The themes and ordering of Acts will provide the default shape of stories told with your game**:

* [*Artefact*](https://mouseholepress.itch.io/artefact) tends to produce 'bell shaped' stories—humble beginnings followed by celebrated events, ending with decline.&#x20;
* [*Bucket of Bolts*](https://mouseholepress.itch.io/bucket-of-bolts) is more of a downhill slope, starting bright & hopeful and growing grittier and more oppressive as the story progresses. This is intended to emulate the media it's inspired by, like *Star Wars*.

When deciding which [Agents](/components/agent) to place in each Act, **you** **don't need to have all of them fit the theme exactly**. You might offer a counterpick, an outlier that a player might choose to derail the story in an interesting way.

**The selection of time periods to include for** [**Rest**](/components/rest) **is also important**. Short time periods suggest that the [Object](/components/object) is passing fairly rapidly between [Agents](/components/agent), and thus in frequent use. Inversely, longer time periods suggest that the [Object](/components/object) is more often being lost or forgotten. Longer time periods can also involve the [Tables](/components/tables), which can mean more [Change](/components/change) for the [Object](/components/object) and the world around it.
{% endhint %}


# Start

Starting to play.

There are three main steps for players to complete to start play:

1. Choose [Playbook](/components/playbook).
2. Create [Object](/components/object).
3. Take a breath.

### Choose Playbook

If your game has more than one [Playbook](/components/playbook), the player must select one.

### Create Object

An [Object](/components/object) is generic—the player makes choices to create a unique instance for their story.&#x20;

They complete the following steps:

1. Answer questions about the [Creator](/components/creator).
2. Add three [Traits](/components/trait) to describe the [Object](/components/object).
3. [Draw](/components/drawing) the [Object](/components/object).

### Take a breath

The player closes their eyes and takes a deep breath. This is the point that signifies the start of the player roleplaying as their [Object](/components/object). Make it clear that from now on, when the game refers to *'you'*  the player will answer as the [Object](/components/object).

Then they open their eyes and move on to the [Loop](/structure/loop) to choose their first [Agent](/components/agent) from the first [Act](/components/acts).


# Loop

The core gameplay loop.

Each Loop of the game consists of two components: **an** [**Agent**](/components/agent) **and a** [**Rest**](/components/rest)**.**

### An Agent

**Players complete the following steps to resolve an** [**Agent**](/components/agent)**:**

1. Choose an [Agent ](/components/agent)from those available in the current [Act](/components/acts).
2. Describe the [Agent](/components/agent), providing a name (*if appropriate*) and a few details.&#x20;
3. Consider how they acquired the [Object](/components/object).
4. Answer the two [Agent ](/components/agent)questions.
5. Choose a prompt from a [Table](/components/tables) to define the [Agent's](/components/agent) time with the [Object](/components/object).
6. Optionally answer one of the [Object](/components/object) questions on the [Playbook](/components/playbook).
7. Consider how the [Agent](/components/agent) loses or relinquishes the [Object](/components/object).

They are also encouraged to write a few lines describing these events.&#x20;

### A Rest

After resolving an [Agent](/components/agent), **players complete the following steps to resolve a** [**Rest**](/components/rest)**:**

1. Choose how much time to [Rest](/components/rest) from those available in the current [Act](/components/acts).
2. Wait in silence, or with music, for the assigned time.
3. If directed, choose prompt(s) from a [Table](/components/tables) to show the effects of time passing.
4. If players have met the requirement to move on to a new [Act](/components/acts) (*such as having resolved two* [*Agents*](/components/agent) *from the current* [*Act*](/components/acts)), do so.
5. Then, [**begin the Loop again.**](/structure/loop#an-agent)


# End

Ending play.

### **The Final Agent**

**Your final** [**Act**](/components/acts) **will usually have instructions on when to end the story.** These might include:

* Reaching a number of resolved [Agents](/components/agent).
* Spending an amount of time at [Rest](/components/rest).
* The player deciding that their story has concluded.

After reaching this point, **the next** [**Agent**](/components/agent) **they choose will be their last**.

### Epilogue

**After resolving the final** [**Agent**](/components/agent), the player pauses for a few moments before ending the game to reflect upon their [Object](/components/object). Consider asking them what, if anything, remains of it and how it is remembered.


# License

Use it wisely

#### You are free to:

* **Share** — copy and redistribute the material in any medium or format
* **Adapt** — remix, transform, and build upon the material for any purpose, even commercially.

#### Under the following terms:

* **Attribution** — You must give appropriate credit. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
* **No additional restrictions** — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.

#### Additional limitations:

* **This license covers the&#x20;*****Lost & Found*****&#x20;System Reference Document only**. You cannot use material from [*Artefact*](https://mouseholepress.itch.io/artefact), [*Bucket of Bolts*](https://mouseholepress.itch.io/bucket-of-bolts) or any other *Lost & Found* games without special permission. This includes references to content from those games in the *Examples* provided throughout this document.
* You cannot use the full-colour Lost & Found header image found on the [Overview](/).

#### Examples of attribution:

* *This is a* [*Lost & Found*](https://srd.mousehole.press) *game.*
* *This game is based on the Lost & Found SRD (*[*https://srd.mousehole.press*](https://srd.mousehole.press)*).*

{% hint style="info" %}
**This is a modified version of the** [**Creative Commons Attribution 4.0 International License**](http://creativecommons.org/licenses/by/4.0/) (*with less onerous attribution required*).
{% endhint %}


# Logo

Don't make it ugly, please.

You're not obliged to, but if you wish to include this logo with your games you can.

![Lost & Found Logo (Colour)](/files/-Mgzdee6Baf_GnNbtx_b)

![Lost & Found Logo (Black & White)](/files/-MgzdcFNYERv5EXauaaF)

You are free to colour and resize the logo to suit your project, but the logo **should not be materially altered in any other way**.


