Hello fellow Dwarf Fortress enthusiasts and Tarn Adams,
I would like to propose a new gameplay mechanic to enhance the storytelling and emotional depth of Dwarf Fortress: a Dwarf Revenge System.
Concept:
In this system, when an intelligent creature is killed (whether by another intelligent creature or a beast), there is a small chance that one of the deceased’s family members will seek revenge. This decision to pursue vengeance would be influenced by the dwarf’s personality traits, values, and relationship with the fallen family member.
How it Could Work:
Trigger Event: The death of an intelligent creature (dwarves, humans, elves, etc.) initiates a chance for revenge from a close family member (spouse, sibling, child, etc.). This chance could be reduced if justice is served through the in-game justice system.
Personality Influence: The dwarf's personality will play a key role in determining whether they pursue revenge or let go of their grief. Traits like tranquility, self-control, family, loyalty, and peace could influence their reaction:
If the dwarf is highly vengeful or emotional, there is a higher chance they will actively seek revenge.
If they have more peaceful or patient traits, they may simply mourn and let go of their desire for vengeance, as many dwarves do already.
Methods of Revenge:
Direct Revenge: The dwarf might take immediate action and attempt to kill the responsible creature (if they have the capacity to do so).
Indirect Revenge: The dwarf could employ more subtle or indirect means, like manipulating events to harm the killer or convincing another dwarf to carry out the act.
Dynamic Stories:
The revenge system would create unique stories for players to experience. Imagine a dwarf harboring a secret grudge for years, quietly plotting their revenge, or a family becoming infamous for always seeking justice for their loved ones.
Why Add This?
Emotional Depth: The game’s social system and relationships would become even more meaningful, making family bonds and the death of dwarves more impactful on the community.
Storytelling: This would add another layer of emergent narrative, allowing players to witness or influence powerful personal stories within their fortress.