Yesterday I wrote a brief post about solo adventures in starter sets. Last night I flipped through my copies of the 4e, Pathfinder, Mentzer, and Moldvay boxed starter sets. After that, I reread my copy of Blizzard Pass by David Cook. I started thinking about re-writing one of my published adventure modules as a solo play game. At first, I thought it'd be a cool introduction for non-gamers. The more I thought about it, the more I thought regular gamers might like it as well.
My next step is to do some research into our gaming community to see what kind of solo adventures are out there right now. Ironically, Dave Morris posted a solo adventure on his blog, Fabled Lands just today! So, that makes a good place to start.
Anyone with ideas, links, etc for tabletop rpg solo play examples, feel free to post comments or send me an email at hartwell602 at gmail dot com.
Cheers!
Dec 31, 2012
Dec 30, 2012
Beginner Boxes & OSR
After several months of hemming and hawing I finally pulled the trigger on my next rpg purchase: Pathfinder Beginner Box. I found one for a steal on eBay and still had a few lingering Xmas bucks burning a hole in my pocket, so it wasn't an impulse purchase. I really bought it to compare to the 4e starter which I bought only because of a significant discount a year ago. The 4e Starter is somewhat similar to Pathfinder in that they both have two high quality books, battle mats, dice, and cardboard punch-outs They both offer a solo game and plenty of materials (monsters, items, etc) for hours of low-level play.
The most significant difference is in mechanics. The others are mainly cosmetic. For example, Pathfinder has more and larger artwork. It also has a simpler and more colorful layout. They also made a large explanatory character sheets for the pre-gens. This last piece is really cool, and would really welcome a newbie to the genre even if they wouldn't' find a GM.
All this makes me wonder if someone shouldn't create an old-school starter box. I'm not talking about a box with player/referee book, dice, graph paper, and character sheets. I mean a set similar to Paizo's that includes a solo adventure that slowly walks the player through the mechanics and style. I own the Lamentation of the Flame Princess box set, and it came with dice, pencil, characters sheets, and books, but I wouldn't consider it a starter set. I also have Labyrinth Lord and Swords & Wizardry, but don't remember seeing a cool solo adventure with exciting pregenerated characters. The Quick Primer for Old School Gaming by Matt Finch is explanatory, but doesn't accomplish a solo adventure. It's more of a brief philosophical treatise on a particular approach to gaming.
Such a product, if properly marketed at cons and gaming stores, might bring more gamers to our tables. I could even imagine a comic book-like format that could be sold at comic book stores. I've written five Labyrinth Lord adventures and published four. Maybe I should revisit one for just such a product. That is, re-write it in first-person narrative form designed to introduce the reader to old-school gaming.
Hmmm...
The most significant difference is in mechanics. The others are mainly cosmetic. For example, Pathfinder has more and larger artwork. It also has a simpler and more colorful layout. They also made a large explanatory character sheets for the pre-gens. This last piece is really cool, and would really welcome a newbie to the genre even if they wouldn't' find a GM.
All this makes me wonder if someone shouldn't create an old-school starter box. I'm not talking about a box with player/referee book, dice, graph paper, and character sheets. I mean a set similar to Paizo's that includes a solo adventure that slowly walks the player through the mechanics and style. I own the Lamentation of the Flame Princess box set, and it came with dice, pencil, characters sheets, and books, but I wouldn't consider it a starter set. I also have Labyrinth Lord and Swords & Wizardry, but don't remember seeing a cool solo adventure with exciting pregenerated characters. The Quick Primer for Old School Gaming by Matt Finch is explanatory, but doesn't accomplish a solo adventure. It's more of a brief philosophical treatise on a particular approach to gaming.
Such a product, if properly marketed at cons and gaming stores, might bring more gamers to our tables. I could even imagine a comic book-like format that could be sold at comic book stores. I've written five Labyrinth Lord adventures and published four. Maybe I should revisit one for just such a product. That is, re-write it in first-person narrative form designed to introduce the reader to old-school gaming.
Hmmm...
Labels:
musing
Dec 28, 2012
Honorable Mention
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| Items you might find in the haunted house. |
![]() |
| The Source of All Evil! |
Mike Monaco, author of the awesome Swords & Dorkery blog, participated in the Top 7 Games meme and included my Optional System for Ruling. He was also kind enough to playtest the system and game (Out Where The Buses Don't Run) twice!
I'm still working on streamlining the system for possible release as an RPGNow product, but it's on the back burner due to my current Labyrinth Lord project being so near completion. Included in this post are a few illustrations from Out Where The Buses Don't Run and Menagerie of the Ice Lord.
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| Ice Lord's Ride |
Labels:
cold air is clean
Dec 26, 2012
New Product Teaser
Since my neighborhood is getting pounded with over a foot of snow today, I thought it'd be a good time to release a teaser for my next Labyrinth Lord adventure.
The first draft is finished, an editor is (hopefully) working on it, and I'm finishing up the last few illustrations this week. I hope to publish it within the next two weeks. So, hold onto a few bucks of your holiday dough, 'cause Menagerie of the Snow Lord is coming soon!
The first draft is finished, an editor is (hopefully) working on it, and I'm finishing up the last few illustrations this week. I hope to publish it within the next two weeks. So, hold onto a few bucks of your holiday dough, 'cause Menagerie of the Snow Lord is coming soon!
Labels:
cold air is clean
Dec 21, 2012
My Projects: A Sidebar Addition
This blog started as a result of my excitement when I realized that the few old-school D&D blogs onto which I had stumbled were only the tip of an OSR iceberg. I started with a few retrospective posts about my relationship with gaming, but very quickly found that the primary material was original game stuff. I'm talking about monsters, maps, and modules.
After a year of blogging, I had compiled enough material and gumption to self-publish an original adventure in conjunction with the Open Gaming License. Once I did that, I noticed a change in my perspective towards this blog. It became something more, a commercial website. Not commercial in any big sense of the word, but I found myself composing posts and illustrations with the primary purpose of getting people to buy my product. After another year, I find myself with four published games.
On one hand, I very much like the pressure and discipline self-publication forces on me. I have deadlines, accontability, and an ongoing learning curve in regards to layout, editing, artwork, gameplay, etc, etc. However, on the other hand, I find the commercializing of my blog distasteful. I feel odd asking people for money and I feel guilty for turning my blog into a commerical for my self-publication. To deal with this, I keep my prices between 2.99 and 3.99 and provide video flip-throughs in which I show every page. In this way, customers know exactly what they are getting before payment. And even though I am creating commercials and selling a product, I refuse to use copyright images. If you see a picture or illustration on this blog, it is one I took or an illustration I created with my own hand. So many bloggers in our little corner of OSR continually use copyright material with abandon. While I think it's ok to sell my own product, using someone else's material without their permission is something I can't get behind, even if it's only a blog post.
In reading some Paizo posts on their blog, I have learned to appreciate their transparency. Or at least, attempt at transparency. For a company as big as Paizo or WotC, I think this is important, but dangerous because of competition. For me, it's less of a consideration. Transparency allows me to, not only seek editing help online, but playtest and share material I plan to sell as I work on it.
Looking for at least a little objectivity, I see that my page reads and follower count has been steadily increasing over time. In fact, my publication announcement posts are usually some of my most read on a month-to-month basis. This suggests that, even if readers dont' like seeing my occaisonal call for cash, it isn't enough discomfort to unsubrscribe or quit reading the Digital Orc altogether. Oddly, even though my pageview count steadily increases, my sales hold a negative slope. I have several theories as to why, but I'll save that for another post.
I guess the bottom line for me is that I enjoy writing up games and contributing to the growing body of tabletop game material. Even if I remind you, Constant Reader, that I am charging a few bucks from time to time, I suppose it's ok. That said, I would like to announce that I have created a new sidebar element to this blog. It's a list of my projects and their relative status. You can find it on the lower right-hand side. Feel free to comment if you have questions or suggestions. And, as always, thanks very much for reading.
Labels:
musing
Dec 19, 2012
Another Room for Your Dungeon
If you're into the occaisonal silliness in your role-playing game, try this: The next room your characters walk into is the real room in which you are all playing. Don't make it obvious at first. Start with the general size, doors, and colors. As the players explore, increase the level of detail and specificity.
If you want to take it even further, have a game prop hidden somewhere in the room in which you're playing. As the characters explore the room and, presumably, make their careful searches, describe the real location and object of the prop and see if any of your players check it out.
I got the idea for this room in reflecting over the game my grandmother and I played often. We called it "Riddely Riddely Ree", but I've heard it go by other names such as "I spy with my little eye...". The point is to hone your intuition and perspicuity to the point where you can reveal the unknown object in the room on which another player has fixated in as few guesses as possible.
If you want to take it even further, have a game prop hidden somewhere in the room in which you're playing. As the characters explore the room and, presumably, make their careful searches, describe the real location and object of the prop and see if any of your players check it out.
I got the idea for this room in reflecting over the game my grandmother and I played often. We called it "Riddely Riddely Ree", but I've heard it go by other names such as "I spy with my little eye...". The point is to hone your intuition and perspicuity to the point where you can reveal the unknown object in the room on which another player has fixated in as few guesses as possible.
Dec 17, 2012
Edit Request
Anyone willing to edit a 40 page Labyrinth Lord adventure? The working title is "Only the Cold Air is Clean", it's a one-shot adventure set in a 100 room castle.
In return for your editing services, I will provide a free PDF and print edition. I will also provide credit on the front cover. Let me know if you prefer Word or Googledocs. I need it back within a week's time. You can contact me through comments on this blog, or through my email: hartwell602 at gmail dot com.
I only need one, so please don't feel bad if I don't get your request in time.
Edit: I now have an editor, thanks OSR!
In return for your editing services, I will provide a free PDF and print edition. I will also provide credit on the front cover. Let me know if you prefer Word or Googledocs. I need it back within a week's time. You can contact me through comments on this blog, or through my email: hartwell602 at gmail dot com.
I only need one, so please don't feel bad if I don't get your request in time.
Edit: I now have an editor, thanks OSR!
Labels:
cold air is clean
Monstrous Monday: Reptant & Simiandros
Both of the monsters below are from my adventure model, SIX SECTIONS OF THE VEILED INVOCATION. It's a Labyrinth Lord game in which the players are tracking down a powerful magical book... and get more than they bargained for. You can buy a PDF for $2.99 by clicking HERE. Or, the print version would make a great stocking stuffer.
Reptant
No. Enc.: 1d4
Alignment: Lawful
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (short bow or charm)
Damage: 1d6
Save: F2
Morale: 8
Hoard Class: VII
XP: 29
Reptants are sentient, bipedal lizard-men. They live in villages underground in small burrows, typically hunting at dusk and dawn. Weary of others, they tend to hide when possible. They have been warring with the Simiandros for hundreds of years. Any creature looking into their intensely yellow eyes must make a save versus paralyze or become dazed and frozen in place for 1d4 rounds.
Simiandros
No. Enc.: 2d4
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 2
Attacks: Bite
Damage: 1d4
Save: MU2
Morale: 6
Hoard Class: VII
XP: 38
Sentient spider monkeys covered in black fur with solid white eyes, Simiandros live in tree canopies, practicing their chaotic arts. All Simiandros have a limited magic movement ability allowing them to teleport 10-20 feet instantaneously. Each Simiandros may also cast ESP and Web once per day. They have warred with Reptants for hundreds of years.
Reptant
No. Enc.: 1d4
Alignment: Lawful
Movement: 120’ (40’)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (short bow or charm)
Damage: 1d6
Save: F2
Morale: 8
Hoard Class: VII
XP: 29
Reptants are sentient, bipedal lizard-men. They live in villages underground in small burrows, typically hunting at dusk and dawn. Weary of others, they tend to hide when possible. They have been warring with the Simiandros for hundreds of years. Any creature looking into their intensely yellow eyes must make a save versus paralyze or become dazed and frozen in place for 1d4 rounds.
Simiandros
No. Enc.: 2d4
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 9
Hit Dice: 2
Attacks: Bite
Damage: 1d4
Save: MU2
Morale: 6
Hoard Class: VII
XP: 38
Sentient spider monkeys covered in black fur with solid white eyes, Simiandros live in tree canopies, practicing their chaotic arts. All Simiandros have a limited magic movement ability allowing them to teleport 10-20 feet instantaneously. Each Simiandros may also cast ESP and Web once per day. They have warred with Reptants for hundreds of years.
Labels:
monster,
veiledinvocation
Dec 10, 2012
Monstrous Monday: Heap Hound
Heap Hound
No. Enc.: 2d8
Alignment: Neutral
Movement: 150’ (50’)
Armor Class: 5
Hit Dice: 4
Attacks: 1
Damage: 2d6
Save: F4
Morale: 9
Heap Hoard: 2
XP: 80
Heap Hounds are large and mangy pack animals that hunt The Heap at night. If the pack outnumbers their target, they will typically attack. Otherwise they wait and watch from a safe distance. Their high-pitched howls punctuate the otherwise silent night until the morning sun chases them to their dens.
This monster is from my adventure, THE HORRENDOUS HEAP OF SIXTEEN CITIES! Check it out!
Dec 7, 2012
Project Update: I'm Still Busy!
My regular Monday night game group is still on hiatus, planning on a heartfelt resumption after the new year. At that point, we will be playing full-on Rogue Trader. I'm curious to see how the ship mechanics play out. One of the interesting things about Rogue Trader is how spaceships have "character sheets" and ship-to-ship combat apparently plays out like person-to-person combat. I say "apparently" because I've only skimmed my GM's Rogue Trader rule book.
I hope each of us in our five person party has a somewhat equally important "job" during ship combat, otherwise it might get a tad boring. Somewhat analogous to netrunning during a Cyberpunk 2020 game if you get my concern.
In this absence of gaming I'm working on several projects and thought I'd briefly outline what they are and how close to completion I assess them to be at the moment.
Project 5: Stories from Shatensite: 10% Complete. A series of five books detailing a weird fantasy urban setting. It will be rules light (but I use it in my Labyrinth Lord setting) and focus more on storytelling than rules and gameplay. I will release it as both five separate PDFs and five separate booklets in print. I expect this one will take at least another ten months. I will, however, update each section here on the blog as I compose. You can follow along by using my "shatensite" tag.
Project 6: Only the Cold Air is Clean: 25% Complete. A one-shot Labyrinth Lord adventure emphasizing encounters with monsters. I will release it as a PDF on RPGNow for $2.99, or booklet print project with the same price plus shipping. I expect it to be finished within two months.
Project 7: Even Angles Need Faith: 25% Complete. This is an old game I designed in the early nineties, hoped to edit and publish two years ago, and put on the back burner. I recently had an epiphany about a mechanics rule change and am back to work on it. This is a complete game system in itself, focusing on angels battling one another. When I get this finished, I plan on releasing different supplements for different settings and adventure types, e.g., superhero, dungeon crawling, etc. I expect this to be finished within six months. I will likely only release it as a PDF due to size. Price is undetermined.
Project 8: Teach Your Kids to Game Game (not actual title): 25% Complete. This is a simple, rules-light game system built specifically to bring both kids and non-gamers into the table-top gaming world. It has been playtested and will include a couple of adventures. I will sell this as both a PDF and booklet print product. I will either sell the PDF on RPGNow or Teachers Pay Teachers, I haven't decided yet, but must bifurcate because of my exclusivity contract with RPGNow.
Note: It may look as if I prevericate and give up on projects, but please don't think so! If you look back over this blog's two year history you see that I have gone from zero to four publications within that time frame. So, while I may put projects aside temporarily, it is usually to get something done.
As always, thank you Constant Reader, for you attention, time, and purchases. All income generated from my game sales is more than reinvested back into the OSR gaming community. If you have any comments or suggestions in regards to game production, distribution, or sales I'm all ears.
Cheers!
I hope each of us in our five person party has a somewhat equally important "job" during ship combat, otherwise it might get a tad boring. Somewhat analogous to netrunning during a Cyberpunk 2020 game if you get my concern.
In this absence of gaming I'm working on several projects and thought I'd briefly outline what they are and how close to completion I assess them to be at the moment.
Project 5: Stories from Shatensite: 10% Complete. A series of five books detailing a weird fantasy urban setting. It will be rules light (but I use it in my Labyrinth Lord setting) and focus more on storytelling than rules and gameplay. I will release it as both five separate PDFs and five separate booklets in print. I expect this one will take at least another ten months. I will, however, update each section here on the blog as I compose. You can follow along by using my "shatensite" tag.
Project 6: Only the Cold Air is Clean: 25% Complete. A one-shot Labyrinth Lord adventure emphasizing encounters with monsters. I will release it as a PDF on RPGNow for $2.99, or booklet print project with the same price plus shipping. I expect it to be finished within two months.
Project 7: Even Angles Need Faith: 25% Complete. This is an old game I designed in the early nineties, hoped to edit and publish two years ago, and put on the back burner. I recently had an epiphany about a mechanics rule change and am back to work on it. This is a complete game system in itself, focusing on angels battling one another. When I get this finished, I plan on releasing different supplements for different settings and adventure types, e.g., superhero, dungeon crawling, etc. I expect this to be finished within six months. I will likely only release it as a PDF due to size. Price is undetermined.
Project 8: Teach Your Kids to Game Game (not actual title): 25% Complete. This is a simple, rules-light game system built specifically to bring both kids and non-gamers into the table-top gaming world. It has been playtested and will include a couple of adventures. I will sell this as both a PDF and booklet print product. I will either sell the PDF on RPGNow or Teachers Pay Teachers, I haven't decided yet, but must bifurcate because of my exclusivity contract with RPGNow.
Note: It may look as if I prevericate and give up on projects, but please don't think so! If you look back over this blog's two year history you see that I have gone from zero to four publications within that time frame. So, while I may put projects aside temporarily, it is usually to get something done.
As always, thank you Constant Reader, for you attention, time, and purchases. All income generated from my game sales is more than reinvested back into the OSR gaming community. If you have any comments or suggestions in regards to game production, distribution, or sales I'm all ears.
Cheers!
Labels:
cold air is clean,
rogue trader,
shatensite,
verloren
Dec 5, 2012
D&D & Honey Boo Boo: Negative Cultural Connotations
Edgar posted about concern for possible parent backlash in recruiting neighborhood kids to play D&D with his daughter. Even though I don't live anywhere near him (Midwest versus South) I share his concern. This is not a false concern, but based on empirical evidence. As a kid who loved D&D in the 80s, I remember being extrememly confused as to why my parents and adults at church demonstrated such concern. As an adult, I am confused as to why a game that encourages and possibly develops interpersonal skills, math fluency, history, and non-fiction reading is still culturally shunned and geekified if not outright villified.
Last year I broached the topic with some gifted educators in my district (I'm a teacher). That is, I presented an overview of the game and why it would meet certain math and language arts standards, while encouraging student creativity as "project-based learning". While I described the game and math and literacy behind it, they got excited. However, as soon as the words "D&D" came out of my mouth, they all immediately said "no". Even if I strip away the label "D&D" (which is fairly easy as I typically use Labyrinth Lord materials anyway), I observe similar (though, admitably, less intense) negativism with terms such as "fantasy role-play" and "table-top gaming". Bottom line, even though the fanaticism of the 80s Satanism scare is over, the shadow is long. That shadow isn't just about D&D being evil, but also geeky.
As I work on my "Teach Your Kids to Game" game (which I no longer think will be finished by week's end, alas), I experience particular concern with this topic. Indeed, in my introduction I make sure to avoid terms that may cue someone in to the D&D history behind the game.
I can't help but think our society would be better to embrace table-top playing rather than shun or snort at it (and then promptly sit the kids back in front of the televsion for another passive round of Honey Boo Boo and numbing "reality television"). Visualization is a well-documented technique for athletes such as gymnasts and high jumpers. I can't help but wonder if D&D, as a visualization tool, doesn't help people develop interpersonal, math, and language arts skills in a comparable way.
Last year I broached the topic with some gifted educators in my district (I'm a teacher). That is, I presented an overview of the game and why it would meet certain math and language arts standards, while encouraging student creativity as "project-based learning". While I described the game and math and literacy behind it, they got excited. However, as soon as the words "D&D" came out of my mouth, they all immediately said "no". Even if I strip away the label "D&D" (which is fairly easy as I typically use Labyrinth Lord materials anyway), I observe similar (though, admitably, less intense) negativism with terms such as "fantasy role-play" and "table-top gaming". Bottom line, even though the fanaticism of the 80s Satanism scare is over, the shadow is long. That shadow isn't just about D&D being evil, but also geeky.
As I work on my "Teach Your Kids to Game" game (which I no longer think will be finished by week's end, alas), I experience particular concern with this topic. Indeed, in my introduction I make sure to avoid terms that may cue someone in to the D&D history behind the game.
I can't help but think our society would be better to embrace table-top playing rather than shun or snort at it (and then promptly sit the kids back in front of the televsion for another passive round of Honey Boo Boo and numbing "reality television"). Visualization is a well-documented technique for athletes such as gymnasts and high jumpers. I can't help but wonder if D&D, as a visualization tool, doesn't help people develop interpersonal, math, and language arts skills in a comparable way.
Labels:
musing
Dec 4, 2012
Making Maps
I had a customer ask how I made my maps for my adventure THE BLASPHEMOUS BREWERY OF PILZ: EXTRA STOUT EDITION. The video above is a brief overview of how I do it.
If you're still looking for a great stocking stuffer for that gamer friend of yours, consider getting one of my print edition games. I only have a few left. Currently I have 3 Extra Stout left and 5 Horrendous Heap left.
Labels:
map
Dec 3, 2012
Xbox Achievements in D&D [repost]
Those of you who own an Xbox 360 know the achievement pop-up very well. Each time a player performs a specific action, which vary from game to game, they unlock an achievement. Each achievement is worth a specified number of points, which all accumulate into a gamer's overall achievement score. This number is always featured prominently along with your avatar. I suggest here that this achievement concept can be used to improve your D&D game, whether it is at-home or tournament.
The Dungeon Master creates a list of specific actions he judges deserve achievement points (experience points). This is an easy thing to do, but it's based on what the referee and/or players want out of their game. Players, for example, who are interested in exploration and storytelling can get an achievement for talking to at least ten Non-Player Characters. Players more interested in finding magical items can have points for discovering or using such items.
Just like Xbox achievement points, the Dungeon Master can make some achievements known and others unknown. This may also foster a sense of adventure and exploration. It will also factor into a player's decision making process as they explore dungeons dark and dangerous. The Dungeon Master might even reveal some achievements, keep some hidden, and also reveal the total number and total number of points available.
In some ways this is already being done with monsters and loot given specific XP. It's also been done in some tournament modules in which player performance is quantified. I'm advocating here, however, taking it a step farther. Naming specific events or sequences as an achievement, quantifying them, and actively using them as a tool.
Each achievement could also be easily put onto a card, which the players may collect and use to reflect (i.e., gloat) on past achievements. Such a format could also be used as hooks, lead-ins, and other useful techniques employed in the course of a large campaign.
This system could both replace and/or augment the existing experience points or storytelling system already in place.
The Dungeon Master creates a list of specific actions he judges deserve achievement points (experience points). This is an easy thing to do, but it's based on what the referee and/or players want out of their game. Players, for example, who are interested in exploration and storytelling can get an achievement for talking to at least ten Non-Player Characters. Players more interested in finding magical items can have points for discovering or using such items.
Just like Xbox achievement points, the Dungeon Master can make some achievements known and others unknown. This may also foster a sense of adventure and exploration. It will also factor into a player's decision making process as they explore dungeons dark and dangerous. The Dungeon Master might even reveal some achievements, keep some hidden, and also reveal the total number and total number of points available.
In some ways this is already being done with monsters and loot given specific XP. It's also been done in some tournament modules in which player performance is quantified. I'm advocating here, however, taking it a step farther. Naming specific events or sequences as an achievement, quantifying them, and actively using them as a tool.
Each achievement could also be easily put onto a card, which the players may collect and use to reflect (i.e., gloat) on past achievements. Such a format could also be used as hooks, lead-ins, and other useful techniques employed in the course of a large campaign.
This system could both replace and/or augment the existing experience points or storytelling system already in place.
Labels:
musing
Dec 2, 2012
Shatensite is Like Balzac's Paris
I'm currently writing a Labyrinth Lord urban supplement called Stories from Shatensite. My rough draft is about ten percent finished. I'm currently reading Pere Goriot and found the following lines that well describe what I want Shatensite to be:
"Sound it: You will never touch bottom. Survey it, report on it! However scrupulous your surveys and reports, however numerous and persistent the explorers of this sea may be, there will always remain virgin places, undiscovered caverns, flowers, pearls, monsters-there will always be something extraordinary ..."
- Honore' de Balzac
"Sound it: You will never touch bottom. Survey it, report on it! However scrupulous your surveys and reports, however numerous and persistent the explorers of this sea may be, there will always remain virgin places, undiscovered caverns, flowers, pearls, monsters-there will always be something extraordinary ..."
- Honore' de Balzac
Labels:
shatensite,
verloren
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