New fortress, trying some new things (don't bring tools, bring material to forge tools!) and ran into a serious facepalm moment or three.
FACE PALM #1) Founding Seven member Urist McDoctor-Smith is the first dwarf to mood, at exactly 20 dwarves in the fortress. He grabs a tin bar ... instead of all the bizmith bronze bars the tin was supposed to help make. I momentarily considered forbidding that bar so he'd fetch something else, but decided it might add more xfunx than I really wanted.
FACE PALM #2) Urist McDoctor-Smith is also demanding rough gems, but I haven't gotten through the two layer aquifer yet. Of course, this shouldn't be a problem as I have wood and bone craft items ready to sell to the first caravan, which is unloading at the Depot just after he starts his mood. Of course, the broken decides he needs to audit all the books at that point, and I didn't notice until it was too late, and the caravan starts packing to leave. D'oh; I goofed that one!
FACE PALM #3) So, a few months go by, and I get my second moody dwarf -- my
other smith, a new migrant that was better than the (now dead from melancholy) former Chief Medical Smith. Sweet! Maybe I'll get some armor! ** Urist McArmorsmith is demaning copper bars (*sigh*, haven't finish converting to bismith bronze yet, but check) and cut gems (FSCK! Still haven't gotten through the aquifer). She goes stark raving mad about the time the elven caravan arrives. Figures.
Neither moods were possession, either, so I was stoked at the possibility of either a legendary weapon or armorsmith before the first year was over.
Now I still have to deal with my migrant vampire (that could be a thousand years old, but probably isnt), finish piercing the second layer of the aquifer, find a new doctor and find a new smith. All before things get more !!fun!! in the fortress.
Why do I think the second year will be more ... entertaining than the first was?