With respect to the issue of the Player's role in DF: Other games addressed this with the player being a god, this would work for Dwarf Fortress as well.
The player has created a world, in how ever many hours and recreates. The player then sleeps only to awaken when his world has matured in his leave. Like any god in our history, the player decides to interfere/intercede on a chosen people. The people have a priest/prophet that comes to them and says that he is the holder of truth and calls on others to follow him. The followers have different backgrounds, but decided to follow the enlightened one in his quest to build a fortress, 6 dwarfs follow the priest into the wilderness....
We, the players, are the Blood God Armok..... after all, how much virtual blood has been spilled by the citizens "following" your orders?
In the beginning of the fortress, the original 7 dwarfs, (although 12 might work as well
) share a common belief. As the fortress grows in renown, more people arrive. With the nobles arriving, they are only there because of the wealth. That is why they give their own orders, their own ideas and demands. While the priest/player, has almost total control, they still have to listen to the rich and influential. Like many retreats, with the wealth generated by the fort, the outside world takes notice and no longer leaves the retreat alone; it now has to deal with the outside world. A religious order is created, with customs, practices and buildings.... all player directed. The possible purpose of the religious orders in the game is to maintain or increase the players influence over his people (and to keep the nobles in check).
Anyway, I think I have written enough to make a good argument that the player is god. Every other player has his/her own take of the player's role in the game. But that is the great thing about DF, it is a game that creates stories from the player's interaction with it. For that, I am thankful. Thanks Toady!