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Gnomic Utterances. These are traditional, and are set at the head of each section of the Guidebook. The reason for them is lost in the mists of History. They are culled by the Management from a mighty collection of wise sayings probably compiled by a SAGE—probably called Ka’a Orto’o—some centuries before the Tour begins. The Rule is that no Utterance has anything whatsoever to do with the section it precedes. Nor, of course, has it anything to do with Gnomes.
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Date: 2012-03-25 08:53 pm (UTC)The other is De Baron, which I just played last night. In it, you play a lumberjack who has to free his 12-year-old daughter, who has been kidnapped by the baron for possibly immoral purposes. I can't do much better than the author's note: Also, from the in-game note: It's a terrific use of medium, it's really very well-written, and it's very, very dark. The upshot is that, on your way to saving your daughter, you encounter a number of obstacles, and how you have the lumberjack deal with each may end up having you sympathizing in places you don't want to be. (Irrelevant caveat: the author's first language is Dutch, so if you play it, don't be too thrown by the hints of non-native speech. They aren't overwhelming, but they stand out all the more when they do pop up.)