An Unexpectedly Green Journey (orc life-simulator) [1.5+ Million Words] POST-RELEASE DISCUSSION- NEW! Speculative poll for focus of new DLC

@Potentiate

Hi, mate, good to see you in the thread again! I think you have mastered being an orc and probably know the game better than me!

Yes, a DLC is in the queue. I want to start work on it this year. I may have a short project, a break from ‘epic fantasy’, to put together first before a DLC. I think I can put together a short game and a DLC relatively quickly.

I’m still not sure exactly what the DLC will focus on. Already, I am planning what a Thieve’s Guild DLC might be like, but this is not confirmed yet. I’ll make sure to keep everyone updated!

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Following up on that statement, does the Royal Road Adventurers’ Guild in the Adventurer Path have their own Dadoo Shop, similar to a tattoo and/or embelishment shop. Maybe Dadoo/Dadoodoo can set up shop there, or maybe the Guild can have their own shop there.

And then there is Shufla and the Green Battlers in the Gladiator Path, I think Dadoo/Dadoodoo or Shufla (By hiring the best staff) can set up shop there.

And what about the Holy City of Krogkirk in the Shaman Path, I think Dadoo/Dadoodoo can set up shop there.

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While it would be great to set up doodah shops everywhere, maybe in the future, when I get down to work on the DLC I will concentrate on that first. Some changes to the base game are very likely, but too much would delay the DLC, which is the thing likely to maintain my motivation.

Think of it like this: if a DLC does well and shows Green still has a fanbase, we can expect more! But if interest is lacking, and fair enough, this happens, then future features become unlikely. In my head, I have loads of things I want to add, including even more DLC (and some of your great ideas). But engagement does help with the motivation to go back to past projects.

Of course, I need to make a great DLC worthy of the orcs first. Once that is released, we can monitor how things go.

I like the Greenburg dlc idea. Could be a good excuse to include the romance some people have been asking for, given the whole difference in culture between Greenburg and plains orcs

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Hmmm. Yes, with a preference for ‘knightly’ culture, perhaps some strange brand of orc chivalry… The big problem is the lack of certain equipment for these cabbage-born fellas. Although, in a world of magic, there could always be some fantastical contrivances. An orc ‘holy grail’ may have some bizarre effects…

Greenburg is, potentially, a very interesting DLC. Unlike the Thieves’ Guild, which would be a new path, the Greenburg orc is a whole new origin, not in the Dust Clan, tightly contained. It would not interact with the base game. It would be a starting option, everything new, with ambitions more grounded, to become a great knight and raise the profile of the province or become a blackguard-type knight, perhaps. There could well be some epic stuff contained within, but it would be a more personal story.

All other DLC paths would take us away from the base game but would still depend on the standard tribal origin. I would include a ‘skip to DLC’ option, though only once we have completed our Coming of Rage ceremony or just before it. Perhaps a sneaky thief might choose to skip this encounter. For the thief example, we would also be able to choose it again after encountering Roroc and working with his gang.

I’ll keep us all informed.

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Lemme guess, the dlc still won’t be adding a female option for the player

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@Carson_Lindsey At this stage, lore-wise, this will entail a complete rewrite…

But… if there is a contrivance to make our orc ‘romantically active,’ which I can’t guarantee, it would make sense to allow us to gender our orc. So, if I do introduce romance, our orc will be gendered after that, for that DLC only.

If I do this, I will make it clear, and it would only affect a minimum of content, since romance will not be the focus. Generally, none of the DLC paths will include romance, except for, perhaps, the Greenburg DLC. @Zassuen gave me some food for thought, which might make this possible within the lore.

Okay, let me test the waters, just for fun.

POLL

Speculative only and not binding.

Would you support a few brief romantic options and events for our orc MC in a future DLC? (Note: this will not be the main focus of any DLC)

  • Gimme some green luvin!
  • Yuck! Not for us orcs.
  • Long as I can do orcy stuff, I’m not fussed one way or the other.
0 voters

EDIT: Haha, maybe I should have made this anonymous. I see you ‘not fussed’, folks.

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Well, we can see you voted yourself. :face_with_tongue:

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FOUND OUT!!! :flushed_face:

I think Greenburg MC should be another game.

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Hi mate,

It is better to be part of Green, a DLC, for many reasons.

The world exists in Green; I don’t have to use unnecessary wordage explaining the world as if it were brand new. I have established systems, which might be of use. A Greenburg MC would ‘exist’ at the same time as the Plains orc – perhaps a few generations earlier. I do not want to create needless work when a DLC will let me focus and allow me to progress faster.

Within the greater context of Green, a broad continental sweep, we get to dive down to the provincial level. A nice quirk for Green, adding value and depth to the base game with this contrast.

Those who enjoy and own Green are the most likely to buy another project about orcs anyway. It will be convenient to have their orc stuff in one place. A DLC might also encourage some to buy the base game. From a purely ‘business’ sense, I think this will result in more sales of both a DLC and Green.

To be clear, this does not mean I am doing a Greenburg DLC next. I do not know and am still leaning towards the Thieves Guild as DLC number 1, but Greenburg is something I find myself dwelling on more and more.

You see, if there is still interest in orciness in a fantasy mediaeval world (or at least in Krog Pile, who knows what other writers might conjure up), Green could act like a hub with various DLCs.

This might only ever be a dream, but I shall cling to it until its futility is proven. :green_square: + :boar:

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A true Krog Pile horde brother from another baborc patch showed me this work of genius. Some of you may relish it! (youtube link)

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Orcsome!

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I have thought about this. If I were to write a Greenburger Knight DLC, I would start it in the Dust Clan. We know the Greenburger orcs envy their larger, wilder brothers in the west. At some point, before we reach full adulthood, a conniving orc can lead us astray and sell us off for quick loot.

This proper git doesn’t ask the reason; the allure of the shiny is enough. And he has told the gullible, frightened buyers that he is selling them a special orc, a very expensive orc, one who has a great future (not that he knows or cares; once you’re gone, you’re gone). But we are not sold to fiendish ne’er-do-wells; instead, to a party of Greenburg orcs seeking to bring their province glory. They plan to raise a wild orc and train him up to be the most fearsome, perhaps the most noble, of knights in the Grandardgardian Empire.

The poor Greenburgers, if dealing with a more honest orc, could’ve probably bought a field of baborcs for the loot they were prepared to spend. Instead, they have you, a savage, young brute from the Plains. Destined to don the rusty, ill-fitting armour of Greenburger Knights (the cast-offs from knights of other provinces) and to ride a short-legged, though amazingly strong, donkey/pony, perhaps we can make the humies of the Empire take the orc province seriously.

Not that this will be the next DLC, but I have an origin tale for it now, if it is.

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Well, I’d buy that.

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My thoughts are coalescing around a toss-up between the Thieves Guild DLC and Greenburger Knight DLC for the first. Still leaning towards the TG right now. But I like to keep the thread abreast of what I am thinking. As I have said, the most important thing is that I am interested in it and that it is not too complex, since a DLC is a gamble and I don’t want it to go over 250K. Both of these excite certain parts of my orc brain.

EDIT

3rd March 2026, a small update has been pushed, fixing a few minor bugs. This means, unfortunately, old progress is wiped. However, there are no updates planned for a while to disturb your orcs. The next update will possibly be a DLC. I have a few ideas and plans, but nothing definitive yet.

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What in nine hells is a doodah? I immediately just overthrow morgorc, become shaman or do something different like the green battlers.

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Imagine drinking strong grog and waking up, dehydrated, with a thick tongue.

Then, when syllabic discombobulation occurs from hangover brain, say ‘tattoo’ or ‘tootta’. Say it again, but imagine you have big tusks in your gob.

It might sound like doodah or dahdoo.

You definitely sound like you have mastered being an orc, my friend.

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I have been meaning to play Green for a while does anyone have any paths they suggest?

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I think the known paths are Chieftain/King Path, Shaman Path, Big Belly Path, Adventurer Path, Gladiator Path, and Freelancer Path.

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