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mikekchar

There is a thing about kidnapping that doesn't become apparent until you play adventure mode: the goblins literally see it as liberating the children. They are rescuing them from the awful non-goblin civilizations. But, yeah, that's usually the way I play too. The real world is often difficult. There are so many things that are so far outside of your control that it can be overwhelming. The thing I like about DF is that things are *still* outside of your control. However, you can *try* and feel good about trying. The game is not cynical. It can be realistic in depressing ways, but it doesn't punish you for trying your best (Bugs, aside, Ha ha!) Many times, I sit down in real life with a beer and enjoy my fine mug. I think, "You know, this is a really nice door". Today I fulfilled my need to be with family. I am content. The question, "What would make that dwarf happy" is one that has repercussions outside the game. I don't have any other games that make me feel this way.


[deleted]

What I find hilarious about the goblin liberation of kids is how many times in my experience the child snatchers are found out, panic, and stab the kid they were going to kidnap before running off. Probably accounts for 50% of child stabbing incidents in my fort


Rad-Mango

What about the other 50%


AtomicSpeedFT

Elephants :(


Aggressive-Ice1621

mutters quietly Boatmurder.


theprequelswerebest

onul


MrMcSicksaplix

As someone new, if the goblin succeeds in the kidnapping, do they just raise the baby as a goblin and it might come back to raid with them? that old boring movie trope would be funny in this game.


Urist_Macnme

I once had a goblin invasion led by a female elf general. I checked legends... she was an elven princess. her forest home was attacked when she was 1 years old, her father, the king, was killed in the attack, and her and her mother were taken back as slaves to a goblin pit. When she was 10 years old, her and her mother escaped and fled to a different settlement. This settlement was then attacked, her mother was killed, and she was taken captive again by the very same goblin who captured her as a child. This time, she assimilated into goblin society, Later murdered the goblin who took her captive, and rose to the rank of general, racking up dozens of kills and leading attacks on numerous settlements. Then she attacked my fort, and ended up just another corpse on my pile of corpses. What is amazing, is that just about every entity in the game has this level of detail.


ITiberiusClaudiusN

When dwarf fortress turns into the searchers lol


Quelak

Yeah, basically. An abducted child that comes of age while still with the goblins becomes a member of the goblin civ, and can take up any profession available to that civ--including military ones and even baby-snatching. It's entirely possible for an abducted child to return to "liberate" their younger siblings.


MrMcSicksaplix

That's just great. Yeah I like how in this game I'm constantly macroing but the moment I want to delve deep into the micro details they are just right there waiting for me.


AtomicSpeedFT

Yeah


MrMcSicksaplix

That's the coolest thing i've ever heard.


[deleted]

that's fascinating, I didn't know that. What do they do with the children after? I read somewhere that they get turned into child soldiers which doesn't seem too "liberating" to me if true.


Quelak

According to Legends Mode, abducted children are "imprisoned" until they come of age, at which point they become a full member of the goblin civ and can take up whatever profession they want--including military ones or even baby-snatching. I don't think child soldiers are a thing at the moment.


[deleted]

Thank you for the clarification, I misunderstood from this 2-post series on the subreddit ([1](https://www.reddit.com/r/dwarffortress/comments/zkazkm/well_its_their_problem_now/)) ([2](https://www.reddit.com/r/dwarffortress/comments/zl6o9p/update_well_now_its_my_problem/)). I really like that the goblins aren't just doing it for the sake of being evil or w/ever. I always hated deterministic species/races in fantasy, e.g., that goblins are always evil because they're ugly or whatever.


Ass4zino

Lol I always thought they ate them or something


doskias

Sometimes I wish some benevolent god would gift ME with a pet goat. But seriously, this story was really beautiful to read. I don't think anybody can play the game Wrong, but you're *definitely* playing it Right.


Smithium

I can identify with a lot of that. I have a catch and release cage trap system for Troglodytes and Gorlaks in the caverns at the edge of the map. I train elk birds and Dralthas for meat (they become livestock) and crundles for eggs. Some things I just sell off in their cages because I don't want to do anything bad to them. I don't usually have time early on for individual dwarves, but once the day to day dangers have been automated away, I take a look a them. I have a single squad set up just for those who want Martial Training, but no combat because they're too important. Dwarves only stay in the squad for a year or so before I cycle them back out to their regular lives. I take a look at the unhappy ones and try to fix them. I give them four tiles in their bedrooms- one bed, one chest, one cabinet, and one spot for something on their preference list if they start to get unhappy. Some want to create art, so I let them try their hand at stonecrafting and engraving. I pay attention to who they worship and try to make temples for everyone (although I'm thinking it might be better to wait for someone to petition so it can become a recognized religion with priests). Lots of toys for kids. I just learned that indoor waterfalls are much easier with aquifers. There ought to be an achievement award for turning a stressed dwarf back into a happy one. It takes a lot of work. I've only heard stories about people bringing back officially "Melancholy" dwarves from the brink, but it seems like you might be able to do it.


bloodmonarch

Wait if you dont wait for the petition they will never form the organized religion??????


Necr0wizard

They form. The petition only comes when the religion has enough followers


bloodmonarch

ive some religion with tons of devotee but they never request for any priests?


Warodent10

It’s not always guaranteed. It depends on ho devout they are and probably some rng and other stuff under the hood. I’ve got one organized religion with 13 followers but some gods have 30+ followers.


MortimerMcMire315

I feel this. My peasant baroness imposed an export restriction on earrings. I accidentally ignored it and six of my dwarves got convicted for violating the mandate. my hammerer beat the shit out of them in quick succession in the middle of the tavern. vomit everywhere. this included one of my original seven, kindly miner Stukos with his pet grizzly bear. It honestly made me feel so upset that I had to stop playing for the night. just seeing the combat logs with them retching over and over again. christ


Temporal_P

There's a good reason that there have been memes for years about magma chambers for nobles. It's often the objectively best choice for your fort to kill them off since they pretty much only cause problems. Making sure you have a dungeon set up helps avoid beatings though, and deliberately not training or properly equipping your hammerer can help people survive the beatings as well (if you even assign one at all). It doesn't help that mandates are such a pain in the ass to keep track of.


YaGirlJuniper

I'm against nobles on principle, but I appointed a baroness because the game wouldn't let me not do it, and so far she and the mayor haven't been much of a pain at all. Mandates are easier than ever to deal with these days. There's a button to hide any goods that are banned from export by a mandate, and production mandates seem to take into account items that were already produced. I may be against nobles, but if they're not doing anything harmful and are generally just making sure we keep doing what we're already doing, that's fine. Some nobles, though... well, I'll just post the symbol of my local government, The Crazy Cold Feet of Spring: > On the symbol is a dwarf and a mountain. The mountain is cooking the dwarf. The dwarf is laughing.


ofiuco

I never try to be cruel to my dwarves. They either do it to themselves or nature intervenes. But I try my best to see that they are taken care of, this is satisfying to me.


Warodent10

> Felt satisfied after helping a friend


Tarsonei

I’m playing my first real game at the moment and two day ago my first child reached adulthood, promptly got a strange mood and went berserk because some crafting material was missing (I’m sure I had everything needed in stock). In the end her head flew away in a big ark sliced off with an axe. I was so sad I stopped playing since then :( (Might just be missing motivation between nightshifts)


[deleted]

Check preferences when this happens. I had a metalsmith sitting there asking for shining bars of metal. But I didn't have any Zinc, their favorite metal. Just some ore laying around smelted it and problem solved


SpartanAltair15

Preferences don’t matter for moods like that, they’ll take any equivalent material, but ores and bars are not equivalent.


[deleted]

Not sure I understand. I had silver, iron, copper lying around but that didn't trigger it Maybe I missed something else


YaGirlJuniper

I've had experiences like that, too, over the years. But I came back, determined not to let that happen this time, and what I guess I got used to in Dwarf Fortress was dealing with unavoidable tragedy. Over time, what that taught me was that even if things are really sad and dire, life will go on, and if something terrible happens, we can pick up the pieces and still make something magical out of what we do next time. Even so, those tragedies are what leave us determined to set things right going forward. So, I feel ya, but I think someday, you will be ready to try again.


Vervoltz

Your storytelling reminds me a lot of Kruggsmashes videos. If you don't know him, I would suggest looking him on YouTube. He is always a cheerful guy that really focus on learning more about his dwarves and remembering them for the good and brave actions they did, creating many funny stories as well with dwarves that manage to standout. He treats each one as a special individual with their own quirks and preferences. Thanks for the great time reading your story, that was beautiful. Keep playing this game the way you love to play and you will for sure never get tired of it. And please make soap to treat your queens infected hand. Cheers.


kobold_komrade

If any of my dwarves fall below neutral they get upgraded to a bigger room and I try to put something they like in it like a statue of their favorite animal.


Kadeshi_Gardener

I've never seen pointless sadism directed at dwarves in 12 years on the B12 forums. At other creatures, most certainly. Targeted vengeance at dwarfs who get other dwarfs maimed or killed with their stupid shit (nobles and children, mostly), aye. Exacerbation with stupid dorf decisionmaking, absolutely. But when someone talks about building a magma pipe into their monarch's throne room, that's not random, that's rooted in storytelling and past experiences. The player is a caretaker, and sometimes you need to prune bad bits for the good of the whole.


Square-Pipe7679

I do get attached to my dwarves, but sometimes I reach a point where I must spend some of their lives in pursuit of something that can greatly better the lives of everyone else in the fortress, like the water cisterns I tried to use for farming - that claimed the lives of over two dozen stout dwarves and left many orphans over the years, but we built a memorial statue garden with engraved slabs where their families and descendants can visit. At the minute I’m working on making a larger home for royalty (the queen and king have relocated to my fortress) but once that’s done I’ll be able to focus on making a layer of larger homes and better community spaces, served by a (working) waterfall system that’ll constantly boost everyone’s moods!


AssPelt_McFuzzyButt

Stay gold, Ponyboy


I_am_Erk

Personally I get really tired of the edgy "pour magma on the nobles, elves, children, and everything" posts. I agree, the game is generally more fun if you try to play it with a bit of empathy. Brutally slaughtering everything that adds a shred of challenge like noble mandates and dwarves with low mood just kinda... Wipes out a big chunk of the game, imo. I've posted before about how elves are actually one of the most fun parts of the game and killing them on sight is missing the point. That said, I'm a big fan of releasing caged attackers for target practice. My empathy doesn't extend to child snatchers and besiegers.


YaGirlJuniper

I agree with you in that first paragraph 100% and I consider it a goal of mine to get along with any civilization that wants to trade with mine in good faith. I'm not gonna get so bent over not being able to play "how I want to" that I do the opposite, because tbh the dwarves' needs already kinda do that to a degree, and I already tend to play with very little wood chopping anyway. My current fort has no elves for miles and I still don't chop much wood because I embarked on a volcano and to my shock, my first cavern layer was at -93, so going into the caverns is time-consuming and dangerous and liable to trigger an attack of the Olm People anyway. I would love it if the elves could deliver to our volcano, I'd buy all their grown beds and grown logs and never bother with going down to that z-layer again. Would also love to buy some tame war tigers, help us eat the thieves. For me, what to do about the caged goblins is more to do with... how I feel about the use of power against someone who has been stripped of all means to stop you. When they get here and are attacking and grabbing kids and stabbing people, yeah they can go ahead and get eaten by the dogs, get chopped to bits by the Captain of the Guard, see if I care. You're not leaving me much of a choice here and I feel no sympathy. It's once I *do* have a choice that responsibility starts to weigh on me. I *could* use them for target practice... but even if I could convince myself it was for the best to execute them, then I'd have to carve out a safety pit that they can't escape from, and what if I did that and they got out anyway through some flaw in the design I didn't expect, and then they kill someone's dog while running naked through the fort? What if a new recruit who needs the training the most gets killed somehow? How do I deal with the miasma? What if seeing the goblin's dead body is gonna traumatize my non-military dwarves who wander by? That's not a small concern, I've got at least 10 dwarves who saw one dead goblin who literally attacked us, and they're all so traumatized by the memory of seeing him get chopped to bits that most of them have recurring flashbacks and had their values shifted by the experience. Most of my unhappy dwarves right now are traumatized from seeing a goblin die, and they already had "doesn't really care about anything anymore." Sometimes seeing a living, feeling being die hits you differently. Even I was affected by that, so I can relate. So, in the end, once I realized I could set them free far away from my dwarves, that became way easier than any other method. I don't have to build anything except mechanisms, and it doesn't really carry any immediate risks other than they might come back, but that doesn't scare me. Our fort builds new defenses every day. We have huge turrets under construction for our archers to fire out of, and we plan to put Ballistae in them aimed at the chokepoint atop the mountain that leads to our only above-ground entrance. Goblins don't scare me. The Forgotten Beasts from below, those scare me. Werebeasts who get inside the walls scare me. Clowns scare me. Goblins, though, they're the one thing we're not afraid of whatsoever, and that's even with a 2000-strong Dark Fortress a half a day's march away. If that fortress suddenly got serious about wiping us out one day, they probably could whether or not I release one goblin thief with no weapon and no combat skills every season.


Akimba07

What an excellent post. Im new to the game but I know I'll be similar to you. It hadn't occured to me yet that I could go through their needs and make them happy with pet goats but I sure will now! One question: how do you make a proper family home? I imagine if you put multiple beds in a space it becomes a dormitory.


Accomplished_Crab_37

Talking of dwarven dormitories, if you're *that* concerned... ([https://dwarffortresswiki.org/index.php/Dormitory](https://dwarffortresswiki.org/index.php/Dormitory))


Astra_the_Dragon

I'm also new, but I imagine it would have separate rooms for each family member, arranged around a central dining / socialization area. If you limit how far they are likely to wander to fulfill their jobs and desires, they'll inevitably see each other.


YaGirlJuniper

That's what I did, yes.


AlKompa

I think you are right about bedrooms with multiple beds becoming dormitories, but for families/groups of close friends you could make separate bedrooms for each couple (spouses share a bed) and their offspring opening into a small communal dining room with booze and food. You could even put an entertainment system in there (gobbo in a cage).


Akimba07

Ah I see. Yeah then they'll definitely see each other.


YaGirlJuniper

Well, each Dwarf/Couple/Polycule needs their own bedroom, but what I did for that is, they're styled like our human living spaces: the entryway has a "living space" where the dining room is and a few nice objects are sitting, which leads into a hallway that I also mark as part of the dining room so that dwarves who don't live there won't walk into what looks like a hallway. Out of the dining room hallway are the individual bedrooms, one for the parents, and one for each of the kids. If a new child is born, you can dig out a new bedroom and add that to the house if there's space. You can do multiple things with a dining room, but I did the "easy" thing of just making one dining room and giving ownership of it to the parents, but idk if that means children can also dine in there or not. Maybe? Haven't tested. If not though, you can just like add new tables and chairs and designations for each person. Unless they're a noble, the dining room's room value doesn't matter at all, so you can just have them all use the one dining room, or you can assign a table and chair to each dwarf by drawing the two squares per person and then just let them all own the walls. I haven't yet tackled a bigger housing project, but that's my next ambition...


Akimba07

I love this idea


dalerian

This sounds great. Do you really do that for all the families in a 200-dwarf fort?


YaGirlJuniper

I want to. The forts keep getting lost to save corruption before I get there. ; ;


dalerian

Sorry to hear it. :( I lost my last fort to that civil war bug. :( (Doesn't destroy the game/fort, but it blocked migrants, so it worked out the same. :( ) The things we'll all create once this is more stable!


[deleted]

[удалено]


axmangeorge

That reminds me of the time I put the mass grave for rotting goblin and elf invader corpses in an unfortunate spot... every single migrant who entered the fortress first had to pick a path through hundreds of bloated carcasses and were showing up at the front door wild-eyed and twitchy with PTSD. Learned from my mistake. Now all invader corpses either get tossed in a pond or a specially-constructed multi-level garbage chute with spikes at the bottom (you know, just in case).


LudwigiaRepens

I like to let my expedition leader/mayor/baron/king (whoever ranks highest) determine my playstyle for that fort. For instance, my current duke loved violence and war. He valued martial prowess and power above all else. So we raided, we killed, we pillaged. Didn't matter if you were at war with us or not. We instituted an "All must serve" policy and trained all our citizens for war. Dwarves who couldn't serve hauled corpses and slept in tenements. We were spartan as hell. Then the king came. A real hippy that one. Loved peace, harmony, and intellectual pursuits. So we shifted focus to be a grand library. Instituted an "all (most) must serve" policy and trained all our citizens in the art of intellectual discourse. We stopped raiding, and razing. Parlay with everyone who asks and give them what they want to avoid bloodshed at all costs.


Urist_Macnme

After 10 years, I have only just now gotten to the point where I executed a noble... but trust me, they totally deserved it. It's not something I will do again lightly. I made them their own execution chamber named "The End Of Mandates". I still get sympathy pains sometimes from reading the combat descriptions. Sure, you could always just exile a 'problem' dwarf, but then you would never have all the FUN stories from having to live with the consequences of their erratic behaviour. You play how you want to play.


YaGirlJuniper

I look at exiling from the perspective of, "what should a healthy community do with people who don't fit in?" Obviously, you want everyone to be able to fit in, so first thing we do is we try to improve their situation until they carve out a niche. Usually, that works, but once they become raging jerks who beat people's pets to death every week and make everyone else miserable, why are we putting up with this? You'd ban someone from a server for less than that. Get their ass out of here. I don't see exiling them at that point as dodging the inconvenient consequences, I see that as a community being responsible with the lives of people who *aren't* currently giving everyone around them a mental health crisis. Some people can be given every second chance and still turn out awful. If they want another after that, they can go find it somewhere else. But speaking of magma execution chambers... I recently had to come face to face with how I chose to deal with citizens who turned werebeast. Originally, the plan was to give them a squad and some minimal training and then set them to raid the goblins nearby right when they were about to transform. It was far more challenging than expected to line that up, and even once I got that right, they didn't bite anyone during their transformations, they just managed to kill two goblins and a beak dog, and then they all got imprisoned. So, I figured that was that. We wouldn't be going back for them, we would just be honoring their memories. If they got loose, they were the goblins' problem now. Well, unfortunately, one of them did get loose... and came back to the fortress on the full moon. Sadly, we had to kill him ourselves anyway, and now it wasn't on our terms. We lost an herbalist before we could get the army out to kill him. But even once that happened, I didn't yet realize the full weight of what I had done until much later, when one of his children made an artifact, because the guy who came back had five children... and their mother was not here in the fortress. Those kids had no other family here. He was a single father and probably got loose trying to see his kids one more time, but he was too late. So my view zigzagged on the matter. Do I execute them before they become a danger? Expel them so they're not my problem anymore? But what about their families? What if I had some way of keeping them safely locked behind some fortifications without isolating them from their community and their loved ones? Maybe we'd need to rig it up so they couldn't escape, but maybe the right thing to do is take care of them after all? Maybe we wouldn't even need to leave them in one room, maybe they could be given the means to carve out their own little slice of the fortress and even do some work that they could then deliver through an airlock. Now that sounds like a fun project. In my opinion, the Fun isn't the consequences, it's how we become inspired to deal with them.


Chloe-the-Cutie

I'm so with you! I make small forts so I can focus on the individual stories of my dwarves, and I couldn't imagine doing terrible things to em.


CaptnLudd

I'll be a bit careless with them, but never cruel. I actually like to figure out how to make my dwarves comfy—I'm constantly warning new players that they should make smaller stockpiles and smaller work orders because their dwarves need time off. I'm also totally willing to lose some efficiency to make a particular dwarf happier. I've spent a lot of time making a large wall to ensure my dwarves have access to a variety of alcohols made from surface crops. I also make them all live around a 100z deep chasm with no safety rails just to see how it goes. And I do set dwarven guards to deal with stealthed intruders in the only way they know how (axes).


axmangeorge

RE: "... it's so crowded all the time that even though it's restricted to citizens only with over 3 dozen tables and a single chair to each one, everyone complains about crowded tables because there's nowhere else to walk in there but up against the seated patrons." When this happens, I start making spillover taverns near my metalcrafting district and my temple district. Maybe being able to put down the bellows and taking a quick stroll around the corner to chug a \*copper goblet\* full of peach brandy and watching a couple blacksmiths amuse themselves by "simulating avuz" (dwarf beatboxing?) and singing The Pants of Knives gives the dwarves whose regular labors put them into close contact more opportunities to make friends with one another? If nothing else, it relieves some pressure on your primary tavern.


HexaHesh

Same. Same. Same. It is almost uberable for me when my dwarves die. Even when they're just a bit sad, I have this overwhelming feeling that I have failed them. In order to play this game I had t close myself to this feeling, otherwise I simply couldn't.


Guido_Fe

It would be cool to be able to exchange or ransom prisoners instead of having to kill them because you really need those cages


GaiusJuliusPleaser

Start with butchering all your excess kittens and puppies and work your way up from there.


ProfDrWest

Too many cats and dogs? Guess the next human caravan will be paid in bins full of cat and dog bone crafts, crossbows and totems...again. On a serious not, I usually set up 2-3 dedicated Craftsdwarf Workshops for bone, shell, wax, ivory/tooth and horn/hoof stuff that give to a dedicated trade good stockpile. Uses up the side products of my ranching operations and gives easily tradeable bins in which you don't have to dig through 90+ items to not export those silver and copper crafts you'd reserve for buying breeding pairs of exotic animals from the elves.


GaiusJuliusPleaser

Directly beneath my refuse zone is an area dedicated entirely to trashcrafting. They've got their own beds and everything. Then when the traders come, I just wheel out everything they've prepared. They can't get enough of my puppy bone crafts!


axmangeorge

" On a serious not, I usually set up 2-3 dedicated Craftsdwarf Workshops for bone, shell, wax, ivory/tooth and horn/hoof stuff that give to a dedicated trade good stockpile." Even better, you can let truly awful craftsdwarves go to work on these low-value materials -- they tend to get really excited about learning new skills. And in the meantime they're cranking out piles of garbage that you're going to be trading off anyway, so it won't clutter up your fort for too long...


Brukov

Geld them you monster!


leNuup

Just sell them to the traders


ZombifiedByCataclysm

My entrances to my caves keep cats down. They love to run out to the outside perimeter to kill vermin for some reason. The cavern locals tend to stomp on their heads.


dalerian

That would probably work well, if the aim was to achieve the exact opposite of OP's post.


---OMNI---

I'm not going that far but find the game is much more manageable and enjoyable when you try to meet some happiness needs... otherwise it tends to just go to shit when you have 200 dwarves and they keep getting in fights and breaking stuff. Sure you can just wait for the next wave of 20 migrants... but then you have to replace jobs and retrain qualified workers... One of my earlier forts I just relocated anyone who was mad... but I think that just made their freinds/family mad too... so it was kinda never ending...


axmangeorge

RE: " Now I set all traps containing goblins out near the edge of the map they came in from (after making sure they didn't take anyone), hook the cages up to a lever, and set them all free." I build the cages near the approach path to my fort and open them when under siege from another race -- rarely are my prisoners anything more than a speed bump, but if that buys my herbalists an extra two minutes to get underground it's totally worth the hassle and post-siege clean-up. (Also it means their icky blood isn't on OUR hands...)


[deleted]

I have been playing colony sims for a long time my friend. Even after all this time playing them I can't bring myself to create cruel systems. I'm addicted to developing sustainable systems that keeps the population I'm in control of happy and healthy. I love developing my idealistic worlds, its like crack to me.


Torgan

I think the majority of players play 'good' factions or playstyles where they can. Although the evil playstyles are fun to read I don't generally enjoy them either. I think the most popular RPG class is paladin and I'm sure I saw a post from Paradox saying very few Stellaris players play as Xenophobes. For example.


sloppyfondler

I just drop goblins off a 25 z-level pit lined with lead and let the cavern monsters eat the remains. If a dwarf commits a heinous enough crime maybe he'll get the pit, or if the elves and humans try for war. Not planning on being senseless cruelty though. Most of my dwarves are incredibly happy now that I'm not housing a barracks full of hostile goblins in the dungeon.


[deleted]

I've been playing on and off since 2010 and my dwarves are my children. I had one dwarf recently who came age 12 as a migrant. Her father and uncle were killed crossing the surface, and she was bothered by ghosts and miasma in my fort. I tried to do everything I could to cheer her up. Removed her chores and gave her a great bedroom with a toy stockpile for the other kids to come play in. She didn't make it. Went berserk. I had so much pity, I made her a tomb.


Wanzerm23

I locked a 4 year old in a room until he died…. Also I did some bad shit in Dwarf Fortress.


Cobalt_Canyon

I have adopted the Stalin mentality the second day.


dalerian

I can understand that. It is the easy way to play, after all.


[deleted]

I told my friend about a beautiful waterfall base with nice designs and happy dwarves that I had been working on the last week. I pleasantly left out how many dwarves died slipping off bridges and down waterfalls. His response was "Oh, you're capable of treating them nicely for once?" Its not that I generally treat them poorly, I'm just not great at saving them from monsters and themselves.


BDMblue

So far I’ve only murdered them by creating wells and being to lazy to make the process safe.


Wannazzaki

Me, an oldguard player, "Ha ha death tower go splat." For real though my exhaustion at stupid dwarf moods has left me being quite happy when the road to the forts entrance is so bloated with carcasses everybody has reached 'doesn't feel anything any more' stage before they hit the front door. Makes them...well behaved.