I get that Armok is the God of Blood and all, but in a game with such a deep personality, conversation, and values system, it's kind of frustrating that no matter how high my adventurer's charisma is, and no matter how skilled they are at arguments, there's simply no way of completing the majority of quests, or making any real significant impact on the world, without slaughtering all those involved. Of course DF is an incomplete game right now, but I'd love to see at least some basic alternate solutions to common quests, as this would greatly increase the number of things that a player can
do in adventure mode.
Some examples:
Disbanding or reforming a bandit/criminal groupOne dialogue option when talking to a bandit or criminal group member could be "Tell them to leave [group name here]". If all the members of a group have left, that group is considered destroyed and a quest to destroy them is fulfilled just as if they were dead. Instead of telling citizens that "[X] is dead", the player can tell them "[X] has come clean". (Some citizens might still want revenge against them personally, especially if the particular bandit killed people, but this could be handled by the personal grudge mechanics.)
The formation and behavior of bandit gangs and criminal organizations could be tied to particular personal values. If someone feels that one should follow the law at all times and that violence is wrong, they probably won't be a very good bandit. By convincing a criminal of certain values, it would be easier to convince them to leave the group.
Some bandit groups are not in conflict with the civilization they broke off from. Convincing enough bandits that wielding power over others and violence are wrong could make the group stop terrorizing nearby citizens.
Or, should that fail, getting them to fear you can also work. Either by having a high enough reputation or beating the snot out of them.
Ending wars by debating the leadersWars start due to the values of the group's leaders. Similarly, if the player manages to change these values, it should be possible to end them. The POWER and martial prowess values seem to be the most critical here, but for wars that break out over conflicting values, managing to convince the leader of one civilization to follow the values of the other can also facilitate the creation of a treaty. (Imagine ending a war between dwarves and elves by convincing the elf leader that nature isn't all that important
Befriending or reforming intelligent night creatures and beasts?Maybe? Maybe not? I'm not sure if it's intentional or a bug but it feels kind of incongruous that you can have conversations with night creatures and even debate them but they just go right back to killing you. I do think it would be cool if they weren't
so one-note.
Also in fort mode!If convincing people of values creates a practical in-game effect, it would also make sense to be able to designate a messenger to debate with leaders of another civilization or group. Much like raids, but where social skills come into play. The player can select which particular arguments they want the messenger(s) to make, or it could be determined automatically based on the diplomat's own personal beliefs.