Orc Quest; or, A Critical Examination of Agency Through in Interactive Fiction (Warcraft)

The Quillboars are probably just panicking like everybody else is right now. If our shamans are debilitated, then odds are theirs are as well
Very likely. Staying is pointless.

I do think talking around could be very useful. Manrik is only holding authority due to inertia, after all. Maybe if we make our case to the Flight Master directly he would overrule Manrik and give us a windrider anyway.
Good idea, I support it.

Thing is I refuse to believe something as basic as "ask the guy in charge of the wyverns" (chap named Devrak) did not occur to our character.
We just arrived and we barely got to talk with who runs the place. Further ideas about discussing things come later, which means, now.

This discussion is useful, in any case, we have already spotted some points: talk with the guy in charge of the Wyverns, recruit Wolf riders from the settlement.
I am not convinced about trying to draw in other elementals. We have already seen the amount of destruction that this stuff can bring, we don't need "the destruction of an entire region, 2nd edition: now with electric boogaloo"
 
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We just arrived and we barely got to talk with who runs the place. Further ideas about discussing things come later, which means, now.
And one of the first things we asked was "can have wyvern" and when we were told no his first thought was "Ok steal then" instead of "who are you to say I can't?"

The fact that the MC's internal dialogue defers to Mankrik suggests that no the flight master isn't an option, which suggests its not something that's likely to work, or that we're being fucking rail roaded into stealing one.

Or most probably both if I'm being honest at this point.
 
Well rule of cool is fundamentally subjective. I consider it very cool to try and ask for forgiveness/dodge the wrath of what is essentially a pissed off mountain, but I don't know if you think that at the same time so honestly I'm trying to just consider every option, but these are options that are...disfavourable to consider.

I'm always of the view that rule of cool and actually practical are not exclusive to one another, the issue is of the given options "steal a wyvern to ride it through storms when you've no experience in using them" frankly it sounds like an over-elaborate suicide and knowledge that he has a chance to succeed because you find it cool rather than that he has much if any right too doesn't really make it any more appealing.

Currently it sounds like trying to steal one would prompt them to eat us.
Yeah I'm not really enthusiastic to vote for something knowing the only reason we'd stand a chance is "because the author thinks it would be cool" especially since the format of the quest (the QM taking our posts to inform the inner monologue of the character) goes heavily against voting for something based off of rule of cool, what would inner monologue would justify such choices? "Oh I'm going to do this and it's going to look so sick!"?
Thing is I refuse to believe something as basic as "ask the guy in charge of the wyverns" (chap named Devrak) did not occur to our character.

So either he's an idiot or that isn't an option that will work.
"is that really the case or did the attack even happen in the first place because we decided to take one and you felt it would add drama."

So a few things on this...

I do have a particular plan for the various events that will go on, for example I've rolled for a thing specific to Forneus, it's not going to be arbitrarily decided by me to spite you some how and have everything work out in the worst possible way. I as the writer know what the Quilboar are going to do, and I've given you various clues to this. You haven't met any quilboar in character so you have to rely on the reports of others.

Yes I do want there to be a climactic confrontation at the end of this arc to set up the next one and transition in, so yes to an extent I'm nudging the narrative toward certain options. However, one confrontation is inevitable as long as you don't die (which as I've said previously I'm not planning because it would end the quest), meaning there will indeed be a dramatic ending, but these actions will decide if you're present for the confrontation of Forneus.

For 'rule of cool', although yes I could potentially write a scene where everyone's worried about the message getting through and then eventually you get to Orgrimmar and it's heavily damaged or so on and the character is worrying about whether the message was helpful etc. Sure, sounds good, however equally there could be a climactic scene where you're flying through driving rain trying desperately to catch up with Forneus and so on. Generally I've written this quest as a pretty realistic series of events, you get defeated in battle, people don't instantly like you, that sort of thing, so this isn't licence to ignore those elements, it's an encouragement to try interesting stuff in the same way I reward skill ups far more when you go out and do stuff, like going up a few levels in various skills last chapter.

Regarding the ways information is presented, go with what I write in the chapter. What I write out of the chapter is for consideration, it's not 'canon'. For example, in chapter you're told that you personally seem to be cut off from the elements, and that apparently other shaman are too. You have no idea whether this applies to mages or druids, you have no idea whether there'll be storms and stuff, you have no idea whether a whole host of other things will or won't happen. 'Persuade the wind rider master to give you a wyvern' is an entirely valid option. Comparably, if out of character you consider such questions as 'will some random alliance mage have the teleportation coordinates to Orgrimmar? Or indeed is teleportation magic going to be common in such a peripheral location as the Crossroads?', or 'given there's a load of new volcanos and a river has broken its banks, might we assume that the other elements are upset by the elemental nuke that's just gone off?'. If I say 'hey consider whether there'll be a storm' this is so people don't turn around in the next few chapters and say 'hey GM why didn't you tell us this' etc.

On the specific issue of needing to steal a wyvern, there are several questions here, from whether you can 'go under' Mankrik, given he's not the real commander, to whether a theft like this will be permitted if it's in favour of a wider goal that's needed etc. 'Oh he stole a windrider and disobeyed some guy who wasn't even in command? Ok well he saved hundreds of people too'. In the chapter itself I've given you the information that Mankrik isn't that concern about Orgrimmar at the moment, and wants to use his resources in a particular way, that says nothing about what others may or may not be persuaded to do

In regards to 'we do everything wrong everything fails' etc, this isn't correct. The last few chapters have been bad because of the 'Hunted' pick early on and because there's been a death knight floating about in the background messing around. Previously you didn't have any significant setbacks. You squared up to complex social and historical issues and it's not surprising that you didn't solve them in a single arc.

And in terms of the options themselves, these are the thematic elements of the quest thusfar:

'Steal a wyvern' = continue trying to do everything yourself, having deep personal responsibility for stuff you're involved with etc rather than passing it off to others, like trying to 'solve' the blademaster issue on your own.
'Stay around in the Crossroads' = obey your superiors, seek direction from others, like going to nazgrel or your father for orders, following tradition generally
'ride a wolf' = try this middle way business you've tried previously, trying to please both sides of an issue but having difficulty, like trying to go with both the warlock and blademaster sides of the clan
 
Changed my mind going for a write in so that we atleast TRY to get a wind rider sent
[X] Plan warn at all costs
-Try to persuade the Windrider master of the immediate need to send a Wind Rider to warn Orgrimmar of the imminent attack, should that fail obtain a wolf and ride to Orgrimmar yourself as fast as you can.
 
...
Okay. The annoying thing is I kind of touched the idea of narrative 'arcs' earlier when I was talking about Mankirk but...Hrrm.
I feel like it's important to notice and highlight the notion of 'bad actor controlling us' once again. Mostly because the correct answer to dealing with a clan hostile to your goals and out to undermine you is to do the rebel thing, right?
Only trust those you can, make a point of forging your own path, so on and so forth.
But, of course, that falls apart once it's time to work with actual characters you trust. And the fustrating thing is he's still YOUNG. He still needs to learn and grow, and probably a significant amount of de-programming is required...
The concern is that the 'heroic' thing, the thing that's most successful, feels like the sort of character trait that's going to immeadiately backfire the second this crisis is over, for better or for worse.
Like it's a short-term win for long-term pain and suffering when we've already managed to kneecap our entire faction.
And the FUSTRATING thing is it's like...
we have to choose between a good character arc and what works. And if it works out sure it'll be good for us and the Horde. But doing something that WOULD be good for us in-character arc, would be bad for the Horde, and more likely to end with us getting exiled which only compounds the problem and arguably means the next time FelDad shows up to offer us the Fel MC will straight-up grab it without player input or have to win a roll-off.
It's Death-Spiraling. It's the GrimDark of Realism, why the Witcher or Game of Thrones or Dark Souls has such a muted, dreary colour palette. Trying to apply Shonen 'you can change the world if you believe hard enough!' is arguably what we JUST were doing, so...
 
So a few things on this...

I do have a particular plan for the various events that will go on, for example I've rolled for a thing specific to Forneus, it's not going to be arbitrarily decided by me to spite you some how and have everything work out in the worst possible way. I as the writer know what the Quilboar are going to do, and I've given you various clues to this. You haven't met any quilboar in character so you have to rely on the reports of others.

Yes I do want there to be a climactic confrontation at the end of this arc to set up the next one and transition in, so yes to an extent I'm nudging the narrative toward certain options. However, one confrontation is inevitable as long as you don't die (which as I've said previously I'm not planning because it would end the quest), meaning there will indeed be a dramatic ending, but these actions will decide if you're present for the confrontation of Forneus.

For 'rule of cool', although yes I could potentially write a scene where everyone's worried about the message getting through and then eventually you get to Orgrimmar and it's heavily damaged or so on and the character is worrying about whether the message was helpful etc. Sure, sounds good, however equally there could be a climactic scene where you're flying through driving rain trying desperately to catch up with Forneus and so on. Generally I've written this quest as a pretty realistic series of events, you get defeated in battle, people don't instantly like you, that sort of thing, so this isn't licence to ignore those elements, it's an encouragement to try interesting stuff in the same way I reward skill ups far more when you go out and do stuff, like going up a few levels in various skills last chapter.

Regarding the ways information is presented, go with what I write in the chapter. What I write out of the chapter is for consideration, it's not 'canon'. For example, in chapter you're told that you personally seem to be cut off from the elements, and that apparently other shaman are too. You have no idea whether this applies to mages or druids, you have no idea whether there'll be storms and stuff, you have no idea whether a whole host of other things will or won't happen. 'Persuade the wind rider master to give you a wyvern' is an entirely valid option. Comparably, if out of character you consider such questions as 'will some random alliance mage have the teleportation coordinates to Orgrimmar? Or indeed is teleportation magic going to be common in such a peripheral location as the Crossroads?', or 'given there's a load of new volcanos and a river has broken its banks, might we assume that the other elements are upset by the elemental nuke that's just gone off?'. If I say 'hey consider whether there'll be a storm' this is so people don't turn around in the next few chapters and say 'hey GM why didn't you tell us this' etc.

On the specific issue of needing to steal a wyvern, there are several questions here, from whether you can 'go under' Mankrik, given he's not the real commander, to whether a theft like this will be permitted if it's in favour of a wider goal that's needed etc. 'Oh he stole a windrider and disobeyed some guy who wasn't even in command? Ok well he saved hundreds of people too'. In the chapter itself I've given you the information that Mankrik isn't that concern about Orgrimmar at the moment, and wants to use his resources in a particular way, that says nothing about what others may or may not be persuaded to do

In regards to 'we do everything wrong everything fails' etc, this isn't correct. The last few chapters have been bad because of the 'Hunted' pick early on and because there's been a death knight floating about in the background messing around. Previously you didn't have any significant setbacks. You squared up to complex social and historical issues and it's not surprising that you didn't solve them in a single arc.

And in terms of the options themselves, these are the thematic elements of the quest thusfar:

'Steal a wyvern' = continue trying to do everything yourself, having deep personal responsibility for stuff you're involved with etc rather than passing it off to others, like trying to 'solve' the blademaster issue on your own.
'Stay around in the Crossroads' = obey your superiors, seek direction from others, like going to nazgrel or your father for orders, following tradition generally
'ride a wolf' = try this middle way business you've tried previously, trying to please both sides of an issue but having difficulty, like trying to go with both the warlock and blademaster sides of the clan
Then don't ding on the desire to multi task and make that clear in a way that is less manipulative. "Oh I'll make these more likely to succeed" is not the way to encourage us to go for rule of cool, the way is to make it so that I want to actually fucking do it!

I am trying to make the best decisions for the character I am not trying to get them to fall off a wyvern at how many hundred feet.

Furthermore it would be neat if you're incentivising us to make write in plans in fact encouraging us to do so, it'd be nice to have some feed back on them so I know if they even work. Cause currently despite your invitation I have less freedom to actually try than before and it makes it ****ing exhausting to engage in the quest.

And I'm going by what I am presented in character because it is easier!

YOU
are my gatekeeper to knowledge so if the character's first reaction is "welp I guess I'm stealing a fucking Wyvern" the information I have is that's my main option, because again was not informed he was actively fucking suicidal! In addition I'm fully able to expect that we wouldn't find a mage with teleportation magic, but its nice to have confirmation that we can look for people who might have useful skills so I can incorporate that into a write in, its also nice to just have some hope that we might roll well enough to get someone!

Its also not about if there's a storm its about the storm being more or less arbitarily intense if we are going through it!

Sigh and you're missing the point, I'm talking not what we've done I know what we've done, I'm talking about the reactions of the other characters being arseholes about everything. In fact he seems to have picked up on it too seeing as the easiest way to get their attention was to insult them. I'm not even sure why he "wanted their swords." Well they're sure as shit not going to want to work for him now, but this is like "well they see you as a brat fuck off" from Scorn, nothing we do our successes or our failures seems to illicit an expressed positive reaction from anyone. I guess its appropriate our character now sees potential allies and calls them cowards he's learned it from seemingly everyone in his life!

Great for your thematic elements, can I please do write ins that have proper responses to said write ins please?

For 'rule of cool', although yes I could potentially write a scene where everyone's worried about the message getting through and then eventually you get to Orgrimmar and it's heavily damaged or so on and the character is worrying about whether the message was helpful etc. Sure, sounds good, however equally there could be a climactic scene where you're flying through driving rain trying desperately to catch up with Forneus and so on. Generally I've written this quest as a pretty realistic series of events, you get defeated in battle, people don't instantly like you, that sort of thing, so this isn't licence to ignore those elements, it's an encouragement to try interesting stuff in the same way I reward skill ups far more when you go out and do stuff, like going up a few levels in various skills last chapter.
Cause currently, I have given exactly 1 idea where it was stay in the town, everything else has been me attempting to escalate in stupidity while trying to also get the message through, so either work together with us to make something we both find cool or stop trying to have it both ways, it isn't engaging its annoying.
 
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...
Okay. The annoying thing is I kind of touched the idea of narrative 'arcs' earlier when I was talking about Mankirk but...Hrrm.
I feel like it's important to notice and highlight the notion of 'bad actor controlling us' once again. Mostly because the correct answer to dealing with a clan hostile to your goals and out to undermine you is to do the rebel thing, right?
Only trust those you can, make a point of forging your own path, so on and so forth.
But, of course, that falls apart once it's time to work with actual characters you trust. And the fustrating thing is he's still YOUNG. He still needs to learn and grow, and probably a significant amount of de-programming is required...
The concern is that the 'heroic' thing, the thing that's most successful, feels like the sort of character trait that's going to immeadiately backfire the second this crisis is over, for better or for worse.
Like it's a short-term win for long-term pain and suffering when we've already managed to kneecap our entire faction.
And the FUSTRATING thing is it's like...
we have to choose between a good character arc and what works. And if it works out sure it'll be good for us and the Horde. But doing something that WOULD be good for us in-character arc, would be bad for the Horde, and more likely to end with us getting exiled which only compounds the problem and arguably means the next time FelDad shows up to offer us the Fel MC will straight-up grab it without player input or have to win a roll-off.
It's Death-Spiraling. It's the GrimDark of Realism, why the Witcher or Game of Thrones or Dark Souls has such a muted, dreary colour palette. Trying to apply Shonen 'you can change the world if you believe hard enough!' is arguably what we JUST were doing, so...
Pologies didn't respond to this properly one sec.

Thing is that is the point.

The goal of this quest is to make us consider these things and accept the consequences of it. I do think things have escalated astoundingly quickly all things considered, but that's not the issue, the issue was caring about the burning blade in the first place and trying not to do the good thing.

And no what is good for us in character is to get exiled. 99% of the orcish horde can go fuck itself, all the best examples of orc kind have been forced to remove themselves from it because it is a fundamentally toxic and twisted culture.

Anyway seperate point


Like FFS I've had it.

He wants us to "go out be creative, do daring adventurous stuff and advance our story line."

Well OK LETS DO THAT THEN.

[X] Try to distract, delay or calm down Forneaus the elemental duke of earth, while sending on the other two to act as messengers.
It does this
continue trying to do everything yourself, having deep personal responsibility for stuff you're involved with etc rather than passing it off to others, like trying to 'solve' the blademaster issue on your own.
While also being so unimaginably stupid that it probably satisfies this
trying to please both sides of an issue but having difficulty, like trying to go with both the warlock and blademaster sides of the clan

Lets Fractiousday get in the climactic battle he wants, lets Mankrik keep all his wyverns and gets us going on trying to fix up that shamanism stuff.

Also lets us see what happens when an orc gets turned into a pancake.

On a subjective level this is the most interesting one to me, on a narrative level it feels like its the most satisfying and on a personal one for our character its probably the best option for him, what are we loosing?

Lets do this then, have a cool david vs goliath battle where we have a 1% chance of talking him down Golaith is delayed long enough for the cavalry to come in we loose some limbs, and who knows maybe Thrall's disappointment in our existence will equal that of fel dad's.
 
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In fact he seems to have picked up on it too seeing as the easiest way to get their attention was to insult them.
Well, we are talking about Orcs, is that a surprise? In particular, older Orcs that have a fancier rank and experience in war, and tend to look down on a young one. When they are useless, calling them out is the right thing to do.
This ain't a Jedi Council of polite and meditative sages; Thrall or Nazgrel must be more reasonable, of course, but we aren't interacting with them now.

Generally I've written this quest as a pretty realistic series of events, you get defeated in battle, people don't instantly like you, that sort of thing
And that's why it's cool. I don't need yet another quest with a Vyserys / Jon Snow / magic Targaryen / cool Elf / super-blessed portentous grey mage / unstoppable horse grenadier / the list goes on.
Even if a bumpy road can engender feelings of frustration, that's what makes it interesting.
It's the GrimDark of Realism, why the Witcher or Game of Thrones or Dark Souls has such a muted, dreary colour palette. Trying to apply Shonen 'you can change the world if you believe hard enough!' is arguably what we JUST were doing, so...
Well, there was a reason why Hunted was worth 5 points in character creation. 2 chapters ago, the chickens came home to roost. Howeve, the fact that the character is currently down for IC reasons should not bring the questers down.
The MC has a number of qualities. Grok'mash could fight Corvo or Daud from Dishonored to a draw. Flame-seeing, stealth, the favours done in Sen'jin, etc. do not disappear, and later we can use them

p.s. By the way, characters can also take our side and effectively become followers. Scorn went from an asshat-bandit to a battle sergeant that pulls us back when we are in danger, and saved our life (with Kartha).
p.p.s. alas, rather than going South and dealing with Mankirk, it would probably have been better to stay. What is done is done, let's try to turn it into something useful.
 
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Well, we are talking about Orcs, is that a surprise? In particular, older Orcs that have a fancier rank and experience in war, and tend to look down on a young one like Grok'mash. When they are useless, calling them out is the right thing to do.
This ain't a Jedi Council of polite and meditative sages; Thrall or Nazgrel must be more reasonable, of course, but we aren't interacting with them now.
Issue is that neither engenders them to work with us and we don't have time to waste trying to beat the shit out of them.

As far as actually getting shit done is concerned our best bet to any interaction with an orc seems to be slam their face into the pavement and then stamp on their heads repeatedly.

And that's why it's cool. I don't need yet another quest with a Vyserys / Jon Snow / magic Targaryen / cool Elf / super-blessed portentous grey mage / unstoppable horse grenadier / the list goes on.
Even if a bumpy road can engender feelings of frustration, that's what makes it interesting.
Ok I'm sensing that there's a history with those first three :p

Regardless I'd rather that bumpy road came from genuine bumps in the road like hunted, not the fact that I'm constantly rearranging my plans based on things not in the game.

I want to pick the best option, I want to also pick the option the GM enjoys the most, I'd rather do the latter because the former is set up to also be the latter, I also do not want to be penalized in effect because I did not pick it and we get both a more borning story and a worse outcome.

Well, there was a reason why Hunted was worth 5 points in character creation. 2 chapters ago, the chickens came home to roost.
The fact that the character is down for IC reasons should not bring the questers down.
The MC has a number of qualities. Grok'mash could fight Corvo or Daud from Dishonored to a draw. Flame-seeing, stealth, the favours done in Sen'jin, etc. do not disappear, and later we can use them.
I am no more down than I was last chapter, or the beginning of this one.

I am more frustrated for reasons entirely unrelated to what occurred in this chapter.

Anyway I strongly disagree on most of those qualities myself, but that's a whole nother kettle of fish.
 
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Like FFS I've had it.
So I'll first begin by saying I'm sorry this is frustrating you. I'm trying to implement some of the stuff you gave feedback on before, for example offering options rather than just saying 'write your plan in' like in the battle previously. I'm trying to give this arc a satisfying conclusion, though not necessarily a universally liked one perhaps. Nor am I intending to throw out any 'hoho you picked x in previous chapters therefore I'm forcing this particular thing to happen', which again is why I'm giving you these options, as well as the write in.

Also I really don't want this to turn into an adversarial thing where players are constantly suspicious that I'm going to throw something out there

Further, if there are particular things I can do to make it easier I'm happy to give thoughts, I've held back so far so as to not overly interfere in the discussions, but I can certainly offer specific comment on the write ins so far. I'll discuss them in terms of theme and practicality
[] Ask around the Crossroads for help. There are people from across the Alliance and the Horde, there must be someone willing to help during this time of need. A Tauren or Night Elf Druid able to turn into a bird to reach Orgrimmar, a wizard who might know how to teleport, an expert rider who can out run the elemental. Maybe even a group of such people working together can better formulate a plan.
Entirely sensible under objective conditions, probably distasteful to Grok in character given he dislikes relying on others, and likely to therefore deepen the feelings of self-loathing that have generally characterised him. Generally quite practical, though the quality and motivation of the messenger will vary depending on who you find. Night Elves might not really care if Orgrimmar gets squashed, Tauren... probably aren't as good at turning into birds but could still manage it, mages probably could but it would likely be Forsaken given they're the ones with the portal knowledge, which again is iffy because why would they care etc. So yes, possible but less effective, and also meaning you wouldn't be able to communicate the nuance of whatever you send. Likely to lead to some sitting around depressed, then an ominous summons from the capital.
[] Bait: The Kolkar wanted the death of the horde, but you are the root cause of the Kolkar's demise. Furthermore, you are responsible for the death of Proudpeek. As you are you have as much chance of defeating the elemental lord as a pebble does of stopping an avalanche, but perhaps you can bargain. Your life for those of your people or some other penance as it sees fit. And should it refuse...then at least you can buy some by dodging.
Very much in Grok's character, very much 'go confront things openly and honourably', continues with those themes of self sacrifice, self reliance etc, you'd take personal responsibility for Forneus wandering about and want to 'solve' the issue, however you could. Would likely lead to your flying a wyvern around Forneus shouting at him that you're sorry and stuff, which isn't likely to 'work' given he's got a specific mission. There's a nice theme of you trying to make everyone work together and stuff but being stymied for various reasons which I think fits well. Would not result in death, and depending on how distracting you were would likely reduce damage to Orgrimmar.
[] Proto-Plan Contingencies
-Ask around the crossroads for anyone who can potentially take a message to Orgrimmar faster than you can (AKA someone capable of flight, someone who is a skilled rider, with teleportation abilities, has the capacity to increase movement etc.)

I foresee three potential outcomes.
1. We're super lucky we find someone who we're confident can do it and doesn't need to worry about being intercepted by Quill boars like a druid with flight or a mage who can teleport.*
2. We find someone, but there are risks of them being intercepted, i.e. a skilled rider. Or we think they're untrustworthy.**
3. We find no one.***

*If so then we can remain at the crossroads to help defend it against attack, we heal up, arm up cross our fingers and hope.
**We grab what medical supplies we can, hop on some wolves and stay with them for as long as we can, protecting them from harm. If we're separated or we reach Thunder Ridge ahead of Forneus we split off to distract it, sending Scorn and Karga to continue on to Orgrimmar.
***We head straight for Forneus, Scorn and Karaga go straight for Orgimmar to warn them.
For 1, see the first write in's comments, as it's essentially the same. For 2, would involve yourself more, but would have Grok continuing to reach the uncomfortable realisation that he can't do anything alone etc, reducing general feelings of shame as you are indeed doing something productive. Practically yes it's certainly possible, wolves can swim so perhaps swimming across any rivers etc, but would certainty be slower than flying, meaning you might arrive too late. On 3, it's similar to the other two, you'd be more proactive, it would represent Grok again taking charge, but threading the middle way between trying to please both Mankrik because he's in command etc, but also trying to get your own stuff done. I'd query on this whether you'd be flying because if you find no one that would be the next logical step if you think you really do need to warn the city. High potential to persuade the flight master though given its a toss up between possible quillboar attack to minor settlement and certain elemental attack to capital of horde.
[X]Ask the Blademasters here if they think they can get to Orgrimmar before you can ride there. Mention that if the Shamen here cannot reach the Elements, the same will apply to the Shamans of Orgrimmar, and you fear the worst ."As they said, you are the boy who wishes to be Blademaster, and time is of the essense. You would request that the fastest traveller Mankirk can spare go on to Orgrimmar, to warn them of the calamity. In exchange, you will take their place, but if you are faster, you will go." For that matter...You may be heir to the Burning blade, but Forneus is your fault. If you stay, you will submit to Mankirk's authority.
The Blademasters have some mobility spells but they're tactical, this would be a strategic spell like a mage's teleport rather than Akinos' wushu stuff, so unlikely to be practical. The other parts are similar to the other plans so see them for details etc.
] Write-in: Demand that Mankirk sends 2 messengers with wolf or horse, found among the garrison or the inhabitants, possibly with a spare mount each. Orgrimmar must be warned. A leader of Orcs has responsibilities.
If he doesn't agree to this plan, we do what must be done. We steal a Wyvern and fly to the Capital. Talking to Forneus, taking the risk to go and distract him, is a valid course of action. [edited, vote removed as the discussion is still ongoing]
Generally best elements of previous plans, good to send redundant messengers etc, good to have the option to say 'no that's not enough I'll go' as well, see other explanations for issues with sending others by land etc, and there's also a question of whether Mankrik would be willing to send off 2 messengers and 4 wolves while he's worried about attack. Appeals to duty not as likely to work on him given he (supposedly) abandoned his duty to the clan etc to go off and start a family elsewhere
[X] Plan Distraction Redemption: Get a bit of healing, see if any of the refugees in the camp have any useful skills, requisition some wolves, send your companions on to Orgrimmar with a warning of the danger, go and intercept Forneaus. Try and distract it, first by talk, then by being the cockroach that refuses to be crushed. (Essentially an elaborate suicide mission, but the sort of thing a guilt ridden honourable warrior might do.)
Only minor amends from previous write ins so most points apply. Same thematic elements from previous ones about heroically trying to distract it, but also notable that land travel will always be slower than air.
[X] Plan warn at all costs
-Try to persuade the Windrider master of the immediate need to send a Wind Rider to warn Orgrimmar of the imminent attack, should that fail obtain a wolf and ride to Orgrimmar yourself as fast as you can.
Similar to previous plans, see them for thematic and practical considerations.
[X] Try to distract, delay or calm down Forneaus the elemental duke of earth, while sending on the other two to act as messengers.
It does this
continue trying to do everything yourself, having deep personal responsibility for stuff you're involved with etc rather than passing it off to others, like trying to 'solve' the blademaster issue on your own.
While also being so unimaginably stupid that it probably satisfies this
Lets Fractiousday get in the climactic battle he wants, lets Mankrik keep all his wyverns and gets us going on trying to fix up that shamanism stuff.

Also lets us see what happens when an orc gets turned into a pancake.

On a subjective level this is the most interesting one to me, on a narrative level it feels like its the most satisfying and on a personal one for our character its probably the best option for him, what are we loosing?

Lets do this then, have a cool david vs goliath battle where we have a 1% chance of talking him down Golaith is delayed long enough for the cavalry to come in we loose some limbs, and who knows maybe Thrall's disappointment in our existence will equal that of fel dad's.
I'm assuming this plan requires Grok to get in front of Forneus somehow, presumably with a wolf. Land travel through areas of natural disasters is obviously more difficult, but would be doable. Takes elements from previous plans regarding themes, like Grok being self-sacrificing but also honourable and therefore not wanting to disobey a superior. Does indeed include you in the upcoming battle rather than having Grok stewing my himself. Talking Forneus down unlikely to work, but delaying likely to be effective.
 
So I'll first begin by saying I'm sorry this is frustrating you. I'm trying to implement some of the stuff you gave feedback on before, for example offering options rather than just saying 'write your plan in' like in the battle previously. I'm trying to give this arc a satisfying conclusion, though not necessarily a universally liked one perhaps. Nor am I intending to throw out any 'hoho you picked x in previous chapters therefore I'm forcing this particular thing to happen', which again is why I'm giving you these options, as well as the write in.

Also I really don't want this to turn into an adversarial thing where players are constantly suspicious that I'm going to throw something out there

Further, if there are particular things I can do to make it easier I'm happy to give thoughts, I've held back so far so as to not overly interfere in the discussions, but I can certainly offer specific comment on the write ins so far. I'll discuss them in terms of theme and practicality
Damn it I know I gave the wrong impression.

It wasn't meant as a thing of against you, it was meant more as a "lets get dangerous."

My apologies if I did give the wrong impression, I'll respond to the rest in a second, but I promise that wasn't meant as an insult towards you.
 
Entirely sensible under objective conditions, probably distasteful to Grok in character given he dislikes relying on others, and likely to therefore deepen the feelings of self-loathing that have generally characterised him. Generally quite practical, though the quality and motivation of the messenger will vary depending on who you find. Night Elves might not really care if Orgrimmar gets squashed, Tauren... probably aren't as good at turning into birds but could still manage it, mages probably could but it would likely be Forsaken given they're the ones with the portal knowledge, which again is iffy because why would they care etc. So yes, possible but less effective, and also meaning you wouldn't be able to communicate the nuance of whatever you send. Likely to lead to some sitting around depressed, then an ominous summons from the capital.
TBF those were meant as examples, not specifics for Grok to try and find.

Very much in Grok's character, very much 'go confront things openly and honourably', continues with those themes of self sacrifice, self reliance etc, you'd take personal responsibility for Forneus wandering about and want to 'solve' the issue, however you could. Would likely lead to your flying a wyvern around Forneus shouting at him that you're sorry and stuff, which isn't likely to 'work' given he's got a specific mission. There's a nice theme of you trying to make everyone work together and stuff but being stymied for various reasons which I think fits well. Would not result in death, and depending on how distracting you were would likely reduce damage to Orgrimmar.
Yeah, I believe I was trying to explicitly acknowledge that nothing we do is likely to make him stop, (as in leave) but engaging him in conversation would result in him either slowing down or at least redirecting his wrath somewhat, or making him more amenable to someone like Thrall turning up who is better at silver tonguing the guy.

However, it probably ends with us trying to just distract him, with a bit of trying to demonstrate remorse on the side which is the same as this one.

I'm assuming this plan requires Grok to get in front of Forneus somehow, presumably with a wolf. Land travel through areas of natural disasters is obviously more difficult, but would be doable. Takes elements from previous plans regarding themes, like Grok being self-sacrificing but also honourable and therefore not wanting to disobey a superior. Does indeed include you in the upcoming battle rather than having Grok stewing my himself. Talking Forneus down unlikely to work, but delaying likely to be effective.
Boils down to the same idea, try to distract him.

And I hadn't included specifics for that, it was essentially just a summation of what I want to try at this stage.

1. Send messengers to the city.
2. Get in front of him.
3. Hopefully not get squished in the first 10 seconds.

If I were to turn it into an actual plan it'd look like this

[] Plan: Honourable Stupidity
-Get some healing
-Talk to Wyvern master or get a wolf not decided.
-Send companions to warn Orgrimmar.
-Get in front of him, delay by talking first if that fails to attract attention, see if the mountain reacts well to climbers.

@Netos @Cryos @Zaealix @Negation @Mostlyblue @Algalon ? Views?
 
Would likely lead to your flying a wyvern around Forneus shouting at him that you're sorry and stuff, which isn't likely to 'work' given he's got a specific mission. There's a nice theme of you trying to make everyone work together and stuff but being stymied for various reasons which I think fits well. Would not result in death, and depending on how distracting you were would likely reduce damage to Orgrimmar

Honestly, I could take getting killed by Forneus as a pretty good thematic ending to this quest, regardless if it wouldn't happen like that. Having to play the sacrifice card and having it be an actual sacrifice more than something we can walk away from would be an interesting thematic section.
 
Honestly, I could take getting killed by Forneus as a pretty good thematic ending to this quest, regardless if it wouldn't happen like that. Having to play the sacrifice card and having it be an actual sacrifice more than something we can walk away from would be an interesting thematic section.
I fear this is what is known as the serialization effect :p (called that only by me.)

Narratively very interesting, but unfortunately the story would be over.
 
The plan is good, let's adjust something, and make it safer:
-Get some healingok
-Talk to Wyvern master or get a wolf not decided.1st option: talk to the Master of Wyverns, trying to get out 2 Wyverns, one for an experienced rider and one for us. If not possible, 1 Wyvern goes out, we look for a wolf.
-Send companions to warn Orgrimmar.They would have to go on wolf. "We will meet at Orgrimmar, one way or another". However, them staying is a card to use if Mankirk throws up a fuss.
-Get in front of him, delay by talking first if that fails to attract attention, see if the mountain reacts well to climbers.The mountain would *not* react well to climbers, this seems like a suicide mission, and this is not Mass Effect 2. So exclude the climbing, but the talking is a better idea, it should have a lower chance of us getting squashed, and probably delay the mountain.
 
...Yanno...I can see the MC doing something that ends as a honorable death in battle. Inspiration from Akinos' example, perhaps.
I'm not against that sort of 'WITNESS ME!' action, frankly.
 
The Grom Hellscream-route?
...yes.

Preferably before condeming the entire species to slavery to demons tho.

The plan is good, let's adjust something, and make it safer:
S'not about safety anyhow.

We can do one them on a wyvern us on a wolf, I don't think we should leave em behind here personally.

I mean it probably is a suicide mission regardless, but that's sort of the point. And besides near as I can tell the easiest way to bait em is to either stay out of reach (unlikely) or to make sure they can't apply their bulk (AKA climb em)

And our goal is to distract them, climbing them is for when they start trying to kill us/if we can't stall with some talking first.

...Yanno...I can see the MC doing something that ends as a honorable death in battle. Inspiration from Akinos' example, perhaps.
I'm not against that sort of 'WITNESS ME!' action, frankly.
This is what my DnD/pathfinder group would term a "yolo" plan.

AKA its just dumb enough to work.

The example I would give is needing to find a divine spark, with there being three potential options. 2 are expected and the BBEG will be waiting for us to go to them, one is a suicide mission, we decided to go with the third one despite the GM basically putting it in there was world building/a joke.*

It worked (just), but I will never intentionally decide to go fight a 100 foot tall fire breathing centaur ever again.

*Edit: To note we were arguing so much we decided it was easiest to do it based on a game of spin the magic axe (AKA 1d3.) Arkosh the burning hatred was a 3.
 
[] Plan: Honourable Stupidity
-Get some healing
-Talk to Wyvern master or get a wolf not decided.
-Send companions to warn Orgrimmar.
-Get in front of him, delay by talking first if that fails to attract attention, see if the mountain reacts well to climbers.

-Get some healing : good idea if possible
-Talk to Wyvern master or get a wolf not decided : this could just incorporate my plan so yeah that's good
-Send companions to warn Orgrimmar : makes sense they were the only other eyewitnesses to what happened so if we go and try to delay Forneus it should be done.
-Get in front of him, delay by talking first if that fails to attract attention, see if the mountain reacts well to climbers.
This is very likely to result in Grok'mash death, but then we've already made one extremely dumb choice which resulted in a mini-cataclysm so we may as well make a second
dumb choice and try to redeem ourselves even if the likely outcome is our demise, whatever happens at least Grok'mash will have do his best to take responsability.
All in all I am in favor of it, tomorrow I'll probably change my vote, in the meantime maybe polish the plan up a bit.
 
-Get some healing : good idea if possible
-Talk to Wyvern master or get a wolf not decided : this could just incorporate my plan so yeah that's good
-Send companions to warn Orgrimmar : makes sense they were the only other eyewitnesses to what happened so if we go and try to delay Forneus it should be done.
-Get in front of him, delay by talking first if that fails to attract attention, see if the mountain reacts well to climbers.
This is very likely to result in Grok'mash death, but then we've already made one extremely dumb choice which resulted in a mini-cataclysm so we may as well make a second
dumb choice and try to redeem ourselves even if the likely outcome is our demise, whatever happens at least Grok'mash will have do his best to take responsability.
All in all I am in favor of it, tomorrow I'll probably change my vote, in the meantime maybe polish the plan up a bit.
Sure. Going to bed soon but

[X] Plan: Honourable Stupidity
-Get some healing
-Talk to Wyvern master to acquire a Wyvern(s) to transport companions to Orgrimmar and self to Forneaus.
-If above fails demand wargs so we and our companions can go to our respective destinations, possibly with a spare mount each. Orgrimmar must be warned. A leader of Orcs has responsibilities.
-Send companions to warn Orgrimmar.
-Get in front of Forneaus, delay by talking first, act with respect and due penance, but be firm that you won't be getting out of his way if it continues towards Orgrimmar. Think like the giant rock know its pain and why it rolls. Bring his attention on you. If you fail to attract attention just with words see if the mountain reacts well to climbers or other nusances. Dodge like the wind.
 
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I was under the impression that Mankrik was treated for all intents and purposes as an acting commander, and our character accepts the fact. The internal narration refers to him as such:
The commander dismisses you, usually an insult to your rank but now you're more concerned by his dismissal of Forneus.
Trying to steal a wyvern would thus be no more an act of insubordination than going over the commander's head to talk the master of flights, as far as the legitimacy of it is concerned. It would just be involving someone else in our schemes, which is the theft is what occurs to Grok first, what with his "my problem, my responsibility" attitude.

Am I missing something about how orcish command works?

Regarding what I'd like to see... I do not think Grok would have it in him to sit this one out; Forneus is a massive threat, yes, but more than that, it is his unfinished business.

As for which exact business it represents... let's just say that I feel no particular guilt or remorse at the events that transpired on the mountain, save for the fact that we allowed his summoning and then failed to put him down. He is a weapon brought to bear by our enemies in a conflict that long precedes our involvement.

Leaning towards Honourable Stupidity, then, but without feeling much penance.
 
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He is a weapon brought to bear by our enemies in a conflict that long precedes our involvement.
Leaning towards Honourable Stupidity, then, but without feeling much penance.
Seconded. Proudpeak was our responsibility, and the Fel demon took care of that. Actually, we might even have empowered that monster by allowing it to eat Proudpeak.
All of this "oh no, guilt! Penance! Self-annihilation!" stuff is unwarranted, frankly.
How could we have predicted that the Centaurs would sacrifice themselves in the hundreds, even using being defeated in battle for this purpose?
What could we have done against the massing of 1.6 thousands of centaurs, apart from trying to defend?
And besides, the Centaurs decided to wipe out the Peak because of years of actions by the abominable elders of the BB, not us! And possibly because they were manipulated by a certain corrupted Dark Knight that reeks of... something (may be Void / necromancy, Idk).
 
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