DF's not really the kind of game that tutorials work well for, anyhow, beyond maybe something on how to pick an embark area and profile that won't screw a new player over. It's sorta intended that a new player will lose forts and learn from their mistakes. Mistakes because of things like fighting the UI are different from gameplay mistakes like not making enough booze or embarking in an evil region without really understanding what that means. That design decision is probably repellent to a lot of potential players, but with the wiki it can sorta be worked around in a lot of cases.
Things that don't work correctly or whose behaviors are not well explained (or studied and explained, I guess) are separate problems that both new and old players can run up against.
THIS.
when starting, i read a lot in the wiki and even watched some LPs and without those LPs i wouldn't even have had the slightest idea what my mistakes would have been, because there's nothing wrong with assuming that things work similiar to eachother, but in DF they just simply don't.
if it weren't for the LPs, i would've had no idea that i even could put up a manager, trader, bookkeeper and that i would need them.
i would've been totally confused about why in half of all menues the cursor doesnt move, because i didn't know they suddenly need +- or wsad or uhmk or PgUp/PgDown without an apparant reason fo this strange behaviour.
or the strange Bin behaviours putting a fort to a halt.
failing because of such things is NOT creating a learning effect, but it creates a lot of frustration and it keeps people from enjoying even a defeat.
Losing is fun only if the rules of the game were clear and the player(s) had a (preferably fair) chance.
otherwise it is like not knowing that putting the 8 into the pocket ends a round of billiard with you losing, if done at the wrong moment and everyone claiming you just lost and taking your bet money, but noone explains the rules to you.