From the podcast:
Toady: There are downsides to that sort of stuff, like if you have a Q and A process like the Ultima games or even our own Liberal Crime Squad, the main downside to that I think is that it's a cumbersome way to create a character when you know the questions are just building stats and giving you items, so it just gets really annoying and you have to game the system just to get where you want to get, and it's the same every time. The key difference here is that it really can't be the same every time in Dwarf Fortress because the worlds are all different; it can picks two parent for you and say 'you were born to these two people and you're living in this kind of situation' and then it can have things arise based on just running world generation, just continue world gen from whatever point the game's at. So if goblins were attacking that village that would be the scenario event it throws at you, how do you deal with this? Depending on how old you are you might just be forced to run away, but there might be choices to make in any case. So it can give you a past in this way, and it will let you interact with it. Ideally you'd be presented with a situation and you'd either have some options for resolving that and then continuing to the next situation, or a little more difficult would be allowing you to jump into any situation that you wanted to, so if you were nineteen years old in some village as a farmer in the beginning and the goblins attacked, maybe you'd want to just jump in right there, and that's where you start playing. And at that point you certainly wouldn't have an accessibility problem in the sense of not knowing what to do, or at least having a situation that you'd be confronted with because there'd be something going on, and you'd also have your parents and friends and things; that's the main point, you'd have relationships to begin with, and you should be able to punch up a screen that says what's going on there, and if during the early scenarios you had a situation where your parents were killed by somebody or something then you'd have a Conan relationship screen or something, where it's like 'Thulsa Doom killed your mom' or whatever, and that can be something that drives your life if you want. That's the scenario situation, running through that, being able to break out when you want, or just finishing a number of them, and that would start from wherever your last game ended. The downside here is that if you're starting from that year and it takes a certain time to grow up, then whatever was going on in the world is going to be spent by twelve, thirteen, sixteen, twenty more years by the time you jump in. It's more difficult to retcon you into the world and start you where you want to start off but using past events. We've talked about that a bit before with the fake populations and saving their historical events and how you can use that to retcon things in, including your own character. So it's possible, but ...
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Essentially, you can't have fake non-existent bandits running around just during embarks. Likewise, limiting how the player can deal with them is antithetical to the game's purposes.