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There are also a number of Youtubers that do tutorials, like DasTactic and Salford Sal. If you want in-depth tutorials, Sal is my recommended pick. If you just want to learn the basics and then figure things out, which is what I did when I first started playing, look up Kruggsmash's crash course and just play along with that.
You can do absolutely fine for an Hour or so, and suddenly ravenous Wolves are infiltrating your Underground Fortess, eat your Children, and finally corner the last remaining Dwarf to slowely but surely bite him to death...
AND THAT JUST THE INTRO.
But yeah, Dwarf Fortress generates TONS of situations that (not only your Dwarfs) but the whole Simulated world can run into.
Which in turn, does turn this Game into an absolute Beast of an Simulation.
With only "AI Dungeon" possibly coming close to all the Story´s you can experience here.
Dwarf Fortress is the kind of game that gives you all the tools to make a Hellevator to the unspeakable depths for washing invaders down to (with lava, water, or both). But won't show you how to do it. And you'll certainly find out what happens if you get the fluid dynamics wrong.
Then there's the dwarven atomsmasher.
Don't even get me started on the possibility of losing dwarves to reanimated crustaceans.
Or, my favorite thing, you can play the game like it's a sort of D&D game, as one character or with a party.
The sky's the limit, the combat system is more in-depth than any RPG I've ever played, the only way it could be more sophisticated and detailed is if you could pick which specific teeth you want to punch out of your enemy's mouth.
The world-gen doesn't create superficial worlds, it will develop unique ethnicities of Dwarves, Men, Elves and Goblins, with unique inclinations, religions, societies and appearances.
DF's worlds are so alive, so dynamic it's as if you were peering through a magic crystal ball into another universe that's just for you.
One time in adventure mode I had a quest to kill some guy so I snuck in his house, killed him with his own axe, then licked the blade. Turns out his house had no heating, my tongue froze to the blade, and I starved to death on the return voyage.
It still has abstraction, and for a game to be actually playable - it has to have.
It also has a dichotomy between control and consequence.
You have unprecedented control of things. Every building, every wall is placed by you. It is the shape you decide to make it, It is exactly where you want it to be, and it links to other elements of your civilisation in exactly the way you want it to.
The genius is that, despite this control, you are in a world full of elements you do not control. beasts, monsters, the rest of the world-politic, the landscape you have not yet explored outside inside and UNDER you.
The dwarfs themselves have a level of AI consciousness. Needs, wants, fears. Neurosis, psychosis... that despite being able to control so much. You realise - you control so little.
The analogy is creating a sand fortress as the tide comes in at the beach. You can spend hours digging, making walls, creating channels.
In the end.
The tide is going to win...
and when it does... FUN