. . . once the [combat title] system is overhauled to use only words that have some relevance to the actual deed(s) performed, the variation in structure will prove essential to breaking the monotony. Mix it up a bit with "Proud Archer of Eyes", "Slayer of Hundreds", "Four on a Spear", or "the Blind Strangle of Gripping".
Those are better handled by the profession names.
If a young Speardwarf should happen to end her first pitting session with her spear in a shish-kabob of four goblin heads, please explain to me why "Speardwarf" is a better handle for her than "Four on a Spear". Yes, it's slightly shorter. But it doesn't
identify her, which is the entire point of a name.
As well, the name itself IS partially redundant, as the combinations inherent in the Family and Marital surnames mean certain elements are needlessly repeated, not to mention that a good deal of its content duplicates what's already present in each dwarf's Status and Relationships screens.
It is no different from the present situation with multiple people with hero names. It does not matter that it duplicates what is in the relationships screen because we cannot see this except in certain contexts.
Umm, I was talking about repetition. So, when you say "multiple people with hero names", did you mean "multiple people with THE SAME hero names"? Because that is
not the "present situation". The only dwarves with the same hero name are from your own suggestion, where seemingly half the fort is named Hammerrighteous.
And yes, it DOES matter that it duplicates the Relationships screen, because when I'm looking over a list of dwarves--whether I'm assigning bedrooms, checking medical records, drafting a military or whatnot--I don't
care about the extended family history of every single dwarf, and I don't imagine many other players do either. The text space in the split-screen display is limited enough, leave the genealogy where it belongs--in a screen that is 100% text anyway.
With my system, yes, you could have the same lineage name as your 19th cousin. But that's what clans DO: They take people who may have been raised quite far apart and might never have even met before, and remind them that they share a common bloodline and should be allies--for to become enemies would surely displease the very ancestor from whose name they draw honor.
Everyone ultimately shares the same ancestry SixOfSpades. It does not follow that we *must* be allies because we have the same ancestry.
Humans are indeed all descended from Mitochondrial Eve and Y-chromosomal Adam. But we're talking about dwarves, which were individually all created in the time before time and were not related to each other then, so theoretically populations could remain genetically distinct forever. There's also the issue of starting
new clans, which indicates a clear break from the rest of the family & their history, which would be far more meaningful than simply sharing a genetic background. And yes, all families fight, even those that don't charge their names as a result.
I don't know, at least naming newborns based on their existing personality traits makes a lot more sense than, for instance, boys being born already sporting long, braided beards.
But they do not know what the personality traits are yet. I was thinking ahead to a point where personality might alter over the course of a childhood.
The
dwarves don't know the baby's personality, but the
game does. Sure it's a little unrealistic, but I for one would have no problem if the game "randomly" assigned vaguely appropriate names at birth, instead of a few years down the road.
As I said earlier, clans are extended family groups that share a common name for a long time. I believe certain exceptionally accomplished dwarves should be given the choice to break from their existing family traditions by naming future descendants after themselves, rather than some historically important ancestor. Whether already-born children would change their last names is debatable, the dwarf in question probably would not. Accomplished dwarves could start new clans if and ONLY if they already have at least 1 child, and the original clan would still have at least 1 married couple currently producing children. In addition, dwarves would be less likely to break off to start their own clans if there were only a few members of their existing clan alive in the world, and more likely to start new clans if there were already many members of their old clan living in the fort.
So clans are basically site governments or civ governments? What is the significance of clans given that everyone descends from the same ancestry anyway, meaning that the clan is basically the whole civilization.
I am honestly a bit flabbergasted by your interpretation. I state that
1) "clans are extended family groups", and then
2) here's a bunch of possible rules about dwarves changing their names (& thus starting new clans), even if they stay in the same fort.
You seem to have taken those ideas, and somehow garbled them into meaning that
1) clans are a form of
government, (WTF?)
2) everybody's all in one big clan,
3) so why have clans at all, then?
Let me try to dispel these notions.
Clans are FAMILIES. They might be
large families, with a matriarch/patriarch fulfilling some quasi-official duties within the clan, and especially powerful clans might rise to become king/duchess/whatever, but the governmental associations end there. Clans stick together because their members are (usually closely)
related, and that's it.
For the most part, no civilization, or even a single fort, will all be one clan. Yes, the marriage/breeding restrictions that dwarves currently follow mean that the vast majority of dwarves will never reproduce, and therefore clans will die out at an alarming rate. But given the constant opportunity for new blood in the form of immigration, as well as the future possibility of dwarves deciding to start their own clans, it's clear that every fort should always have at least a decent variety of clan names. Heck, in my own suggested examples, there were two different clans within each
family (sons took their father's clan name, while daughters followed their mother's), and the
larger clans were far more likely to split than the smaller ones.
I for one don't see that as a "problem". The vast majority of people in this world share their surname with individuals who are only very distantly related, and would never be considered as "family". I see your apparent aim, giving every single dwarven family its own unique surname, as an infeasible goal at best, not to mention rather clumsy.
Yes it is a problem in real-life, which means if introduced into the game it is also a problem.
In-game or real life, it's only a problem if it occurs so often that the sheer commonness of the name defeats the very purpose of having a name. For example, if everyone in a group of people happened to be named either Smith or Jones, then referring to "Mr. Jones" or "Ms. Smith" would be pointless, and the names would drop out of use. But if there's at least, say, 1 last name per every 3 individuals, then it is indeed useful, especially when the number of
first names is limited as well (which is precisely the case in DF), so you can distinguish Sharon Smith from Sharon Jones. And when the number of surnames is VERY large, then bumping into someone with whom you share a last name, but still consider yourselves unrelated, that's not a
problem--that's an amusing novelty.
The problem comes when adoption itself assumes parents of a different sex, which obviously dwarf fortress won't do (on account of the fact that it already doesn't) but a conceptual process of naming adoptive couples wouldn't.
I thought I had already come up with a mechanic that essentially ignored questions of gender altogether
You and I both did a pretty good job of avoiding sexism, while still acknowledging the importance of gender--although I admit I failed to consider the possibility of same-sex dwarves adopting children of the other gender. In a society where female dwarves take their
mother's clan name, what's a girl with two
dads supposed to do? But still, that's not a problem, because the answer is easy: She will do whatever she wants. She might choose to name herself after either, or even both, of her adoptive fathers. She might choose to follow the clan of either of her
natural parents, if their identities were known to her. She might band with a friend of the family, adopting her as a surrogate mother. She might join the clan of whatever craftsdwarf she gets apprenticed to. She might choose to take no surname at all until she marries, and graft herself into her spouse's clan. She might choose to take no name until she earns one in combat, starting her own clan in the process. The key to telling good stories is the opportunity for
variety.
Clans are not about surnames nor particularly about ancestry. What clans are is more like what we present call a site government than a loose network of individuals that are vaguely related. Historically clans were units of collective property ownership, hence the comparison with DF site governments, they died off pretty fast as soon as the collective clan territories were privatized (aka the highland clearances and English takeover of Ireland in general). If we are going to have clan surnames we are best off deciding this based upon what site government controls the site in which the child was born than trying to use actual biological ancestry. That there are always multiple site governments would prevent the problem of 'surname expansion' and also completely ignore questions of gender+status altogether.
Wow.
That was . . . amazingly wrong.
I really don't know what the word "clan" means where you come from, but in English it means this:
https://en.wikipedia.org/wiki/ClanRead it, and notice that there is NO mention of "site government", "collective property ownership", "clan territories being privatized," or ANYthing like that. Now, it
does mention that clans were an early form of government and wielded political power--that's because a clan was a large group of people, and large groups of people have political power, and usually need governing.
But as the page makes clear, a clan is usually only PART of a given society. To use Game of Thrones as a setting, House Stark is a great House, but it's only one of several. Even if we ignore the majority of Westeros and concentrate only on the North, Stark is indeed the dominant House, but it must still consider the opinions of the lesser houses around it (Manderly, Hornwood, Glover, Bolton, Karstark, Umber, etc). It's only when we focus on Winterfell itself that "clan = site government"
starts to become true . . . but even then, there are still families (Cassell, Poole), representatives of other houses (Greyjoy, Frey), and even individuals (Maester Luwin, Septon Chayle) who have the political clout to put even a Stark in check.
Take your own statement, "We are best off deciding clan surnames based upon what site government controls the site in which the child was born than trying to use actual biological ancestry." I dare you to go tell Lord Tywin to his face that your bastard child should be named a Lannister, because it was born in Casterly Rock. See how long you last.
In future, please don't try to "win" discussions of a certain subject by attempting to
redefine the subject itself.