Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Ninjabread on June 08, 2018, 07:33:35 am

Title: Dwarven Social Lives
Post by: Ninjabread on June 08, 2018, 07:33:35 am
So right now, iirc, there's an issue with antisocial dwarves, they have a broad but shallow relationship pool because they seek places to socialise, but no specific dwarves to socialise with, leading to low marriage rates and an overdependence on migrants to keep population up, as well as poor mood due to a lack of friends to have pleasant conversation with, and lack of weddings and children to boost mood too, though if a marriage does manage to happen then there is certainly no shortage of children for that couple. I have a couple of suggestions to remedy this:

1) Dwarves make plans with friends and hang out together when they feel the need for some social interaction, friends who are also feeling that need, or who aren't really doing anything anyway, agree to meet up for an activity (they don't necessarily have to meet up to plan, they could use whatever dwarven telepathy they use to take orders from the player/nobles). They all go to the same meeting area/location, stay close enough to each other that each member of the group can talk to at least one other group member, and they perform appropriate activities for the zone, be it drunken revelry, admiration of art, or a group study. This should be restricted to dwarves that are already friends, and group sizes should stay fairly small to keep it distinguishable from parties, maybe a maximum of 8 so that if they go to the tavern or the library they can all sit around the same table.

1a) A dwarf who has no friends in their current burrow who feels the need for some social interaction seeks friends among some of their acquaintances, these interactions may end in drunken fistfights if they end up having grudges rather than friendships, but hey then they might get a little more focus after causing trouble/fighting/arguing as well as the conversation prior to the violence sating their need for social interaction.

2) Sexually compatible and available acquaintances (not friends since if they were gonna be lovers they would be already), and already existing couples, go on dates if both of them feel the need for romance. Dating acquaintances may also result in a brawl if they end up with a grudge since they're only acquaintances, but you can RP it as the dwarven equivalent of getting slapped for saying/doing something the other person strongly disagrees with. Dates would basically work just like friends meeting up, with the exception that only 2 dwarves may be on the same date.

Hopefully, both should make dwarves happier and more sociable, 1 should get them to form cliques, which could be expanded into gangs during the crime arc or something if the game can be made to recognise these cliques somehow, and 2 should make them less prone to extinction through celibacy.

EDIT: Thread was a bit longer than I anticipated, so I'm gonna list as many related suggestions that popped up during the discussion here as I can find (not including those mentioned in the OP) to make it easier for people to get involved and add their own ideas and opinions, or to pique interest into reading the thread since I'm just doing quick 1 sentence summaries of the suggestions.

Spoiler (click to show/hide)
Title: Re: Dwarven Social Lives
Post by: Bumber on June 08, 2018, 06:29:53 pm
I think a lot could be accomplished from just preferring to talk to people they know when they happen to be in the tavern together.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 09, 2018, 02:31:20 am
     It's also high time dwarves actually LIVED in their own rooms. Currently, they do nothing there but sleep--you'd think, in a culture so focused on skilled craftwork and acquisition, they would occasionally stop & take the time to enjoy their own creations and possessions. If dwarves (especially the less social ones) hung out in their bedrooms when they had nothing to do, their friends would know where to go if they wanted to visit. Then they could hang out & chat in the room, or alternatively pick a destination / activity and go there together. (So, much like your Point 1, Ninjabread, but without the telepathy). More to the point, friends in general should seek out other friends. Are they busy in a workshop? Go and chat with them, it might slow them down a little bit but they'll be grateful for the company. Are they chopping trees outside? If you can stand the sun, go watch their back for them, in case those dingoes start getting a little too close. Are they mining for more flux stone? Grab a mug of ale or two before you go looking for them, digging is thirsty work. Are they lying in a hospital bed, recovering from something? Make them a new craft or garment, & take it to them to cheer them up. Are they already in the tavern? Tilt one back!

     Next: Enlarge the interaction radius. Currently, dwarves can only converse with others standing no further than 1 tile away. This means that, counterintuitively, all types of meeting areas "need" to be made impractically small if they're to serve the purpose of dwarves actually meeting there. So much for your idea of a grand throne room, spacious tavern, airy temple complex, or whatever. Any dwarf busy in a workshop has a 1-tile-wide wall of NO all around him. Want to arrange a romantic dinner date? Too bad, dwarves can't talk if there's a table between them. But if dwarves were able to hold conversations with individuals further away than the end of their arm, then interactions could happen a lot more frequently, and multiple people could take part in the same one, enabling friendships to advance in parallel.

     Thirdly, let's have some table tweaks. Currently, the only designation option is to assign them as a particular dwarf's dining room. But what about designating them as . . .
Desk: Forbids eating or drinking, encourages them for use in reading / writing. Perfect for libraries or offices.
Altar: Forbids eating or drinking, except by a priest as part of a religious service. Provides a focus for the clergy performing said ritual. Encourages the placement of candles, idols, icons, prayers written by supplicants, etc. Option to have temple areas designated from an altar.
Hospital use Only: Forbids eating or drinking. Now when you visit your friend in the hospital, you have a place to sit down & play chess with her without having to worry about finding some stranger already in there, eating his lunch.
Gaming table: Forbids eating or drinking, encourages the placement and use of various games (once they're implemented), such as skittles, dominoes, playing cards, etc.
And finally, those tables that ARE used for eating/drinking carry an interaction side effect: Sitting down at a table automatically puts you in a conversation with everyone sitting at tables adjacent to yours. This puts a good deal of power in the hands of the overseer: You can place tables all by themselves, set them up in pairs, rings of 4, or long benches, to fine-tune the levels of interaction you want. Dwarves might have unhappy thoughts like "was forced to sit near someone irritating recently", but that's perfectly realistic.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 09, 2018, 04:40:30 am
Bumber, I agree completely

SixOfSpades, I was just thinking telepathy so meetups weren't a huge time sink, but seeking a single friend for a quick chat without significantly interrupting their friends work is certainly also a good idea, and bedrooms are definitely not used for enough things, though I imagine more gregarious folk to be more inclined to hang out in more public areas like the tavern.

I didn't really pay much attention to how close people were when developing relationships, I just assumed it was the same deal as adventure mode: if they can see each other they can chat, if that isn't the case it definitely should be.

As for the table tweaks, I reckon the desk, and possibly the altar, could be defined the same way as a hospital bed: it is automatically reserved for this use in an appropriate zone, simply because they only really have uses within those zones, and those zones have no other logical use for tables. The hospital use only one confused me a little because currently hospitals already reserve tables for surgery, but the gaming table seems like a decent idea, assuming when games are a thing that most games are to be played at an ordinary table, like most board and card games, rather than having their own special kind of table, like billiards and pool, or not using a table at all, like horseshoes and darts. I'd like to see a good mix generated per culture per world, but when it's generated you never really know what you'll end up with.

Definitely like the idea of people sat around adjacent tables for a meal all talking to one another, even if they didn't like each other it'd be sorta weird to sit there in silence.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 09, 2018, 08:57:13 am
I think that folks should be able to invite their friends, possibly several of them at once to their rooms.  I don't think dwarves (bar extremely antisocial ones) should spend much waking time in their rooms, because they don't exactly have much to do there, they don't have computers or anything.

Books are not a good idea either, because lighting up every dwarves room (lighting is of course abstracted at the moment) would eat of fuel and oxygen too fast.  I would reckon dwarves would probably spend most their time round a communal hearth (not a dining hall as such) which produces light and also has a nearby ventilation shaft to provide oxygen. 

I think we should have two rooms.  Once should be a general dining hall/tavern which dwarves meet more impersonally to eat/drink and then they would head over to a hearth with their friends/lovers on a more individual basis.  The hearth can also double as a kitchen, so the dwarves would cook their food at the hearth, eat it in the nearby dining hall and then return to now unused hearth to spend time with their friends. 
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 09, 2018, 12:09:32 pm
GoblinCookie, they have a few things they could do in their rooms, but don't yet, like practice a performance, invite friends over to socialise as you mentioned, or to watch/help with the performance, read, pray, meditate, and once they're implemented, play board/card games. Gregarious people should prefer to do all of these things in public and might not get as much of a mood boost if they have to do things in their rooms, but the option to do these things at home makes sense.

Yeah books may be a bad idea if you use fire to light rooms, even without considering the possibility of fire related accidents, but glowing fungus has appeared in at least one Threetoes story iirc, so it might be a thing once the game actually does simulate light, making lighting dwarven rooms cheap and easy (the drawback being a less impressive room, nobles may insist on wall-mounted torches and a central fire pit).

I'd say taverns should stay as meeting areas that may contain hearths, could even be that dwarves don't get the "ate in a legendary dining room" thought if they can't see it due to poor lighting to encourage people to place hearths in them, and the hearth itself would encourage ventilation post-gas simulation. I say this because taverns as meeting areas are such a common fantasy trope that it's a cliche tabletop RPG campaign starting location. Not saying there shouldn't be other meeting areas, just not sure hearths as their own type of room fill any role that taverns don't already fill, especially since booze, socialising, and performances are pretty close friends irl.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 09, 2018, 04:08:30 pm
Another table thought: Currently, the chair:table ratio in dining halls should be no higher than 1:1, because a dwarf who sits down with his food will claim the whole table as his eating space, and anyone who sits in the other chair will have the thought "annoyed at having to eat without a proper table recently". But what if two dwarves came to eat at the same time, and agreed to share the exact same meal, as in the archetypical milkshake with two straws? They'd each only get half of the nutrition/satiation, of course, but the intimacy factor would probably be magnified. You could set up a dining hall (or subsection thereof) for couples only, with single tables between 2 chairs. (Make sure those not there on dates have plenty of more regular seating options, though.)
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 09, 2018, 06:56:14 pm
I now have a mental image of the lady and the tramp spaghetti scene, except it's two dwarves and some raw intestines.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 09, 2018, 11:10:45 pm
I now have a mental image of the lady and the tramp spaghetti scene, except it's two dwarves and some raw intestines.
Well, then my work here is done.  8)
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 10, 2018, 09:03:55 am
GoblinCookie, they have a few things they could do in their rooms, but don't yet, like practice a performance, invite friends over to socialise as you mentioned, or to watch/help with the performance, read, pray, meditate, and once they're implemented, play board/card games. Gregarious people should prefer to do all of these things in public and might not get as much of a mood boost if they have to do things in their rooms, but the option to do these things at home makes sense.

Indeed, but the problem is the lack of light and also the lack of air.  Can a large number of dwarves actually congregate in a small area deep underground and far from any ventilation without them all suffocating before very long?  Sleeping people using less oxygen than waking people and they are more dispersed, but having a load of people plus their lights in a small area with poor ventilation? 

Yeah books may be a bad idea if you use fire to light rooms, even without considering the possibility of fire related accidents, but glowing fungus has appeared in at least one Threetoes story iirc, so it might be a thing once the game actually does simulate light, making lighting dwarven rooms cheap and easy (the drawback being a less impressive room, nobles may insist on wall-mounted torches and a central fire pit).

Glowing fungus certainly solves the light problem without adding to the air problem.  It does not solve the air problem though by itself, as the dwarves still need to breathe. 

I'd say taverns should stay as meeting areas that may contain hearths, could even be that dwarves don't get the "ate in a legendary dining room" thought if they can't see it due to poor lighting to encourage people to place hearths in them, and the hearth itself would encourage ventilation post-gas simulation. I say this because taverns as meeting areas are such a common fantasy trope that it's a cliche tabletop RPG campaign starting location. Not saying there shouldn't be other meeting areas, just not sure hearths as their own type of room fill any role that taverns don't already fill, especially since booze, socialising, and performances are pretty close friends irl.

The idea was to have hearths as places that dwarves can invite other dwarves to associate more personally, seperate from the tavern which is more impersonal.  The hearths also double as a kitchen, the dwarves cook their food in the hearth, then they serve the food in the tavern/dining hall and then some of the dwarves head into the now empty hearth to do other stuff.  It is basically correct to say they are socializing 'in the kitchen' really :).

Fire is a major problem for dwarves.  Unless they like to actually live in pitch darkness or they have glowing fungus at hand (my own book has moths!) then they need fire to light things.  They also need fire for other purposes (cooking, forging, smelting etc).  Every fire eats up oxygen like crazy and also requires a level of oxygen that is pretty high in order to burn brightly at all (not to mention the smoke).  The solution is to centralize everything around the fire and to center the fires around the ventilation shafts/chimneys; they have to be few in number or you risk the whole fortress caving in.  People also have to live near to the ventilation shafts and they also like to be able to see things.  Building hundreds of individual rooms sprawled out underground, that that works in the quite opposite direction. 

The thing here is that it makes sense to reuse the same few fires for the same few purposes.  The fires in the kitchen cook the food, but the dining hall is close to the kitchen so the light in the kitchen also lights up the dining hall.  Folks do not have to see very well to eat their food, but to do other stuff they need more light.  Once the food is cooked and eaten, the kitchen is now empty and the kitchen is better lit than the dining hall is. 
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 10, 2018, 11:16:13 am
Goblincookie, take it from someone who's played Klei's Oxygen Not Included, poorly ventilated residences is a very, very bad idea once you have any significant number of residents, unconsciousness + poor oxygen supply = not waking up.

I would say a more personal meeting area definitely interlinks well with the whole group hangout/dating idea, though making a hearth a necessity seems too restrictive on fortress design, so perhaps call it a rec room? Cause again, you might decide you want an alternative light source like glowing fungus or little hanging lanterns filled with fireflies dotted all over the room if you want it all romantic for the couples, and a fairly small fire or an enclosed oven for the kitchen. I usually tend to have my tavern on a different z-level to my kitchen anyway, and usually there's a booze/prepared food stockpile between them, so if I were forced to have a cooking/socialising hearth it wouldn't serve my tavern too well as a light source.

The caving in from over-ventilation problem may not be as big of an issue here for 2 reasons: 1) ventilation could lead to the surface or the caverns, spreading out the oxygen sources should reduce structural stress, caverns must have abundant oxygen in order to have such enormous wildlife, and 2) crops, potted plants, and subterranean orchards could take in CO2, and give out oxygen, again relieving stress on the system, farms may not need any ventilation at all, and may reduce the need for ventilation for surrounding areas.
Title: Re: Dwarven Social Lives
Post by: Starver on June 10, 2018, 12:19:38 pm
Speaking personally as a largely asocial human, an asocial dwarf might have issues with being visited in their bedrooms (by those not already intimately involved as lover/spouse, and maybe siblings/children and definitely parents). Everything from just wanting some alone-time (with a less-than-player-level locking of the door being possible) to being absolutely paranoid that someone wants to steal(/tidy up) their huge collection of odd socks, carefully arranged across the floor.

So let's not assume that one dwarf would necessarily aim to seek out another dwarf in their bedroom. Or, if they do, do not assume that it will result in mutual happy thoughts, as the latter screams "Get out!" or hides under the bed, the (currently metaphorical) lights turned off so as to pretend not to be there. Or overly 'theatrical' snoring, as loud and as long as necessary to convey the necessary hint.

So, yet another Personality vs. Personality test needs to he resolved, Definitely (with social/performance skills used to smooth things out or otherwise for the visitor).
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 10, 2018, 12:46:04 pm
Starver, I see that as more of a privacy issue than a social issue, I'm quite unsociable myself, I have a very small group of friends, and I spend most of my time alone, however I'm not a particularly private person either, possibly as a result of having always shared a room with at least one of my brothers, and consequently I've never had an issue with people being in my room, if I want alone time and someone's in my room I just go somewhere else. Perhaps as a control group we need to find someone who is very sociable but also very private, to see if it's just privacy that governs it or if it's a combination of privacy and asociability.

Bad thoughts from unwelcome visits should be included if bedroom visits are included though, we just need to be sure what governs whether or not the visit is unwelcome.
Title: Re: Dwarven Social Lives
Post by: Starver on June 10, 2018, 12:57:25 pm
Indeed, it's a more complex thing. (For my part, I describe myself as asocial rather than unsocial, or indeed antisocial, but I put on a decent mask when I find myself in any form of socialising situation. However, that's more than enough about me. Really, it is far more than I'd tell you face-to-face!)

But without reviewing all the social skills and psych-points available, something should act as a counterpoint (or an impediment) to the possibility of inviting others to one's room. Not so puritan so as to suggest only romantic relationships should ever go to a room, but definitely there could be some reluctance or resistance to inviting/hosting visitors.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 11, 2018, 04:49:29 am
So let's not assume that one dwarf would necessarily aim to seek out another dwarf in their bedroom. Or, if they do, do not assume that it will result in mutual happy thoughts . . .
So, yet another Personality vs. Personality test needs to he resolved, Definitely (with social/performance skills used to smooth things out or otherwise for the visitor).
Very true, I hadn't considered that. Still, if the dwarves are already friends, it's safe to assume that they know each other's Privacy traits, and likely have Gregariousness traits that aren't too dissimilar. And of course they would knock first, as opposed to just barging right in.

(♪ Do you want to build a gabbro man? ♫)

And not to turn this thread into a rehash of the Lighting arc, but even better than glowing fungus, is glowing plants. Phosphorescent trees have been suggested for the caverns, which could be adapted for use as dwarven "streetlights", with small, potted bonsai versions as single-room illumination. Plants would actually generate oxygen, as opposed to ventilation shafts which just share whatever oxygen is outside.
Title: Re: Dwarven Social Lives
Post by: Starver on June 11, 2018, 05:11:25 am
(♪ Do you want to build a gabbro man? ♫)
(I know you're referencing Frozen, with the closed door etc, but what first came to my mind on reading the above was (with not quite the same words) something (http://www.cannibalthemusical.net/songs.shtml#snowman) else (https://youtu.be/mK-loCEmzyw)...  ;))
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 12, 2018, 07:16:06 am
Goblincookie, take it from someone who's played Klei's Oxygen Not Included, poorly ventilated residences is a very, very bad idea once you have any significant number of residents, unconsciousness + poor oxygen supply = not waking up.

I would say a more personal meeting area definitely interlinks well with the whole group hangout/dating idea, though making a hearth a necessity seems too restrictive on fortress design, so perhaps call it a rec room? Cause again, you might decide you want an alternative light source like glowing fungus or little hanging lanterns filled with fireflies dotted all over the room if you want it all romantic for the couples, and a fairly small fire or an enclosed oven for the kitchen. I usually tend to have my tavern on a different z-level to my kitchen anyway, and usually there's a booze/prepared food stockpile between them, so if I were forced to have a cooking/socialising hearth it wouldn't serve my tavern too well as a light source.

Light, along with oxygen level is not presently modelled in the game.  Pitch darkness is pretty much going to rule out having a recreation room, so basically we have to have a light source.  If that light source is something as oxygen hungry as fire, then we pretty much end up having to make do with the arrangement I described.  Using other sources of light then we do not have the same problem and only have to worry about oxygen.  However this does not change much, since a source of oxygen is pretty much going to be where you put your fires, you still need to congregate everyone around the oxygen source even if it is no longer is the light source. 

They central point was that they cannot congregate in large numbers in poorly ventilated corridors and bedrooms, that stands whether we are dependant upon fire or not. 

The caving in from over-ventilation problem may not be as big of an issue here for 2 reasons: 1) ventilation could lead to the surface or the caverns, spreading out the oxygen sources should reduce structural stress, caverns must have abundant oxygen in order to have such enormous wildlife, and 2) crops, potted plants, and subterranean orchards could take in CO2, and give out oxygen, again relieving stress on the system, farms may not need any ventilation at all, and may reduce the need for ventilation for surrounding areas.

The caverns do not work as a source of ventilation.  Caverns might have large creatures living in them (some real caverns have fairly large creatures living in them), but those creatures numbers are in effect controlled by the cavern's own oxygen supply, their existance does not prove the cavern has limitless oxygen like the surface does.  There is not necessarily going to be any surplus of oxygen left over for the dwarves to breathe, indeed the opposite is more likely to be the case, the fortress ventilates the caverns causing the number of cavern wildlife to increase. 

And not to turn this thread into a rehash of the Lighting arc, but even better than glowing fungus, is glowing plants. Phosphorescent trees have been suggested for the caverns, which could be adapted for use as dwarven "streetlights", with small, potted bonsai versions as single-room illumination. Plants would actually generate oxygen, as opposed to ventilation shafts which just share whatever oxygen is outside.

Underground plants can't produce oxygen because there is no light for them to photosynthesise with.  The oxygen in caverns always comes from the surface, either through cavern entrances or through flowing water pouring into the cavern and releasing the oxygen dissolved into it. 
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 12, 2018, 07:58:03 am
Goblincookie, remember this is a fantasy setting, if Toady decides fungitrees are more tree than fungi, they'll probably produce enough oxygen to be a reliable source, thus making caverns oxygen rich. In terms of realism you're right, there's no reason subterranean flora should be able to produce oxygen, but there's also no reason that one of them should have a constant temperature of the melting point of ice, at least from a realism perspective. Until Toady weighs in on the subject however, this debate is ultimately pointless, either he decides that absolute realism is 100% necessary and fortress ventilation will be a serious and constant concern with only one solution, which can't be overused without the fortress collapsing in on itself, and that the design restrictions forced by that are an acceptable sacrifice for the purpose of making the game more realistic, or he decides that restrictive design takes from the fun and that realism isn't such a rigid concept when you already have dragons and necromancers.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 12, 2018, 04:28:29 pm
And not to turn this thread into a rehash of the Lighting arc
Until Toady weighs in on the subject however, this debate is ultimately pointless

While I of course am firmly in agreement that DF should eventually give both light and atmospheric conditions the same level of realistic modeling that it grants to just about everything, this thread is for discussing dwarven social behaviors. In recent updates, Toady has given us taverns, temples, and libraries, therefore we must assume that conditions will never be such as to make their use impossible. Dwarves WILL be able to congregate and socialize, and while they may require additional elements to allow that, the place to discuss and debate those elements is not here.


The flip side to traveling to meet one's friends is making friends with those who live nearby. Perhaps dwarves should make extra efforts to socialize with dwarves whose bedrooms are close to their own? Or, if there is a vacant bedroom (of a value similar to their own) next door to their best friend's room, should they be able to unilaterally move there, taking all their stuff with them?
Title: Re: Dwarven Social Lives
Post by: scourge728 on June 12, 2018, 05:18:52 pm
I'll be honest, that whole thing about fires and ventilation and building a fort around them that GoblinCookie described really doesn't sound enjoyable, it sounds rather annoying and limiting.... just my thoughts here, also I feel as though lighting might have to wait until more optimization, because I can't imagine adding a bunch of calculations on every tile, and possibly on items, and then needing to add more for creatures to use them, will be very good for FPS, much like how temperature works now
Title: Re: Dwarven Social Lives
Post by: anewaname on June 12, 2018, 05:36:55 pm
... More to the point, friends in general should seek out other friends. Are they busy in a workshop? Go and chat with them, it might slow them down a little bit but they'll be grateful for the company. ...
This would be excellent. Dwarfs should chase down friends (and family/pets) for socializing needs at least some of the time.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 12, 2018, 06:07:10 pm
SixOfSpades, I think it sounds reasonable that dwarves that live near each other should interact more often, whether they'd be neighbourly or have more of a Homer Simpson-Ned Flanders relationship should vary based on personality, maybe even have the possibility of dwarves moving to a different bedroom to get away from unfriendly neighbours, as well as the distant friends moving closer.

scourge728, my thoughts exactly, but let's not stray too far off topic, we've already spent more than enough time and effort on this thread discussing lighting and oxygen.
Title: Re: Dwarven Social Lives
Post by: Starver on June 12, 2018, 06:19:50 pm
I'll be honest, that whole thing about fires and ventilation and building a fort around them that GoblinCookie described really doesn't sound enjoyable, it sounds rather annoying and limiting....
I somewhat agree. We already know that (procedural town 'sewers' aside (which are more like a qanat, given that they are tapped into by wellheads) Toady aint too fond of waste-water plumbing (for various reasons). Though his main objection wouldn't apply to 'waste-air plumbing' it doesn't seem like the most important aspect of realism that's yet misaing, and (as far as I'm concerned) I'd be perfectly happy if it never became so.

Which is not to say that I wouldn't appreciate being able to install piping and pump-like mechanisms above an underground butchery that could extract the inevitably stray miasmas out to the outside world, but I already have a solution to that kind of problem, without fiddling with sub-tilesized buildable ducting and having to check the fluid dynamics to ensure I don't inadvertently create a stale patch of phlogiston-rich air at the base of some busy staircase.

(I hadn't waded in on this subsubject, before, so please excuse my one and only diversion in that direction in this thread.)
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 14, 2018, 05:24:46 am
Goblincookie, remember this is a fantasy setting, if Toady decides fungitrees are more tree than fungi, they'll probably produce enough oxygen to be a reliable source, thus making caverns oxygen rich. In terms of realism you're right, there's no reason subterranean flora should be able to produce oxygen, but there's also no reason that one of them should have a constant temperature of the melting point of ice, at least from a realism perspective. Until Toady weighs in on the subject however, this debate is ultimately pointless, either he decides that absolute realism is 100% necessary and fortress ventilation will be a serious and constant concern with only one solution, which can't be overused without the fortress collapsing in on itself, and that the design restrictions forced by that are an acceptable sacrifice for the purpose of making the game more realistic, or he decides that restrictive design takes from the fun and that realism isn't such a rigid concept when you already have dragons and necromancers.

That is pretty much the nuclear MAD of arguments you are making there.   8) ;)

What is the criteria we are using to decide what should be in the game, when we can have anything at all?  This is where it starts to remind me of the Flintstones, we are adding in fantastical content in order to replicate a social order to which we are familiar, as opposed to starting with the alleged setting (the stone age) and then working out what would be the case, we start with the stone age and then add in fantastical elements until everything works in a familiar fashion to RL.

I'll be honest, that whole thing about fires and ventilation and building a fort around them that GoblinCookie described really doesn't sound enjoyable, it sounds rather annoying and limiting.... just my thoughts here, also I feel as though lighting might have to wait until more optimization, because I can't imagine adding a bunch of calculations on every tile, and possibly on items, and then needing to add more for creatures to use them, will be very good for FPS, much like how temperature works now

It is no more annoying and limiting than having to feed your dwarves, or not digging into aquifers.  This is a game which tends towards realism in most matters, I tend to consider the things that should be in there as features to be added in the future, rather than things that are not really in. 

While I of course am firmly in agreement that DF should eventually give both light and atmospheric conditions the same level of realistic modeling that it grants to just about everything, this thread is for discussing dwarven social behaviors. In recent updates, Toady has given us taverns, temples, and libraries, therefore we must assume that conditions will never be such as to make their use impossible. Dwarves WILL be able to congregate and socialize, and while they may require additional elements to allow that, the place to discuss and debate those elements is not here.

The flip side to traveling to meet one's friends is making friends with those who live nearby. Perhaps dwarves should make extra efforts to socialize with dwarves whose bedrooms are close to their own? Or, if there is a vacant bedroom (of a value similar to their own) next door to their best friend's room, should they be able to unilaterally move there, taking all their stuff with them?

It very much is the case that the primary actual issue for dwarf socializing is the supply of light and air.  The problem there was only with dwarves socializing in their rooms, I saw no problem with libraries, temples and taverns.  Presumably those things are well lit and ventilated. 
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 14, 2018, 08:07:09 am
Goblincookie, that MAD was sorta the point, this isn't the thread for debate about functionality of light or ventilation, I appreciate you looking ahead to distant future compatibility, it is important, but it's quite simply too distant for us to properly debate without input from Toady.

Btw, my points aren't adding fantastical things for familiarity, it's for architectural freedom. If oxygen exclusively comes from the surface, that forces players to build relatively flat, wide fortresses to avoid the inevitable poor ventilation in lower levels, and if caverns drain oxygen, you basically cannot build anything of worth there. That's not even mentioning that the caverns are already fantastical. They do not exist in the real world in any meaningfully similar way, and many things within them make no logical sense, especially if you make them oxygen deprived.
Title: Re: Dwarven Social Lives
Post by: Splint on June 14, 2018, 10:43:20 am
I now have a mental image of the lady and the tramp spaghetti scene, except it's two dwarves and some raw intestines.
Well, then my work here is done.  8)

Okay, so first off, this is disgustingly hilarious and I love you both for it.

Second off, I just wanted to say that this thread has given me an insight as to why I can't seem to get my useless rubes to make friends/other relations to combat stress from corpse disposal. Seems that might need a bit of tweaking to allow for conversations to take place over a larger area - I know soldiers could make friends with kids following thier militia parents around despite usually standing further away than a tile in 34.11 at the very least if they were in the room while they trained.

Didn't happen often, mind, but it happened enough that I noticed it.
Title: Re: Dwarven Social Lives
Post by: scourge728 on June 14, 2018, 11:06:21 am
Btw, my points aren't adding fantastical things for familiarity, it's for architectural freedom. If oxygen exclusively comes from the surface, that forces players to build relatively flat, wide fortresses to avoid the inevitable poor ventilation in lower levels, and if caverns drain oxygen, you basically cannot build anything of worth there. That's not even mentioning that the caverns are already fantastical. They do not exist in the real world in any meaningfully similar way, and many things within them make no logical sense, especially if you make them oxygen deprived.
This
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 15, 2018, 06:52:31 am
Goblincookie, that MAD was sorta the point, this isn't the thread for debate about functionality of light or ventilation, I appreciate you looking ahead to distant future compatibility, it is important, but it's quite simply too distant for us to properly debate without input from Toady.

Btw, my points aren't adding fantastical things for familiarity, it's for architectural freedom. If oxygen exclusively comes from the surface, that forces players to build relatively flat, wide fortresses to avoid the inevitable poor ventilation in lower levels, and if caverns drain oxygen, you basically cannot build anything of worth there. That's not even mentioning that the caverns are already fantastical. They do not exist in the real world in any meaningfully similar way, and many things within them make no logical sense, especially if you make them oxygen deprived.

There is no real reason to set up general mechanics so that they can only work if fantastical things are the case.

What architectural freedom?  I was generally of the impression that the game was supposed to be orientated towards realism, hence why things like the materials are so precise.  The reason we have so much architectural freedom at the moment is simply because the mechanics for that part of the game are not very well developed.  I would surmise the demise of the one-hex rule for creatures will require a fundamental overhaul of the architectural principles of the game, so your architectural freedom will take a nose-dive; if only because you will have to think about how much space there is in your hallways and corridors. 
Title: Re: Dwarven Social Lives
Post by: KittyTac on June 15, 2018, 07:28:24 am
Yeah, I agree with GC for the most part, which is a rare phrase to hear from me. Screw architectural freedom, realism is better.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 15, 2018, 08:36:38 am
KittyTac, I'd argue that GC's realism applies only to plants, and that cavern critters couldn't maintain the size/fireyness/numbers they do now with such a low oxygen supply. Either you have (relatively) realistic flora and make cavern critters [NOBREATHE] and something to stop fire-composed creatures from just dying, or you could have (relatively) realistic fauna and have oxygen production sans-light, or caverns are going to need a total rework. Fire men in particular would likely be difficult to have in oxygen deprived caverns, given how deep you have to dig for them to appear.

GoblinCookie, firstly, default DF is fantastical. Even after the fantasticality slider is introduced, only the very bottom setting will be truly mundane. Not planning for the fantastical would be mindbogglingly short-sighted. Not to mention, that mechanic we're talking about? Bedroom visits? Works even when nothing fantastical is present, since a medieval subterranean fortress is pretty fantastical, and lighting/ventilating an above ground fortress is way less hassle, even in your scenario.

Secondly, multi-tile/level creatures will change architecture, not restrict it. Needing a wider/taller hallway isn't restricting, it just means you're gonna need a bigger boat. Only way you're gonna find it restricting is if a) if multi-tile/level doors aren't implemented at the same time, or b) if you have extravagantly large fortresses that take up the whole map both vertically and horizontally already. Besides, how often do you actually want big creatures inside your fortress? If they aren't grazers that should be in a pasture, they're usually trying to smash your dwarves into paste.

Finally, and this goes for everyone, this debate belongs in a thread of it's own. The subject of the debate is now completely unrelated to the subject of the thread, any vague relations to the thread have faded into obscurity. If someone wants to make a thread for this and link here that's fine, but this thread is about dwarven social interactions, not lighting and oxygen, or architectural freedom vs botanical realism
Title: Re: Dwarven Social Lives
Post by: scourge728 on June 15, 2018, 10:01:10 am
http://www.bay12forums.com/smf/index.php?topic=171062.0
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 15, 2018, 10:39:26 am
Thanks scourge, I'd try to make a brief overview on what's been discussed on this thread so nobody has to go through this thread to be up to speed, but I'm obviously going to be quite biased, anyone else want to have a go at that?

Now, back to the actual topic of this thread. So far, suggestions are:

Friends arranging group meetups
Friendless folk looking for friends among their acquaintances
Sexually compatible acquaintances going on dates, with possible meal-sharing
Friends seeking other friends out for a chat without interrupting jobs
Increase interaction radius
Diversify table usage (add desks, altars, gaming tables, e.c.t.)
Sitting at adjacent tables forcing conversation
Non-dining rec room, for more personal interactions that are best kept away from the drunken revelry/violence of the tavern
Increased interaction between neighbours
Friends moving their bedrooms to be closer together
Rivals moving their bedrooms to be further away from each other

And of course, the heavily contested, thread derailing:
Low-privacy friends visiting each other's rooms

Did I miss anything?
Title: Re: Dwarven Social Lives
Post by: JezaGaia on June 15, 2018, 02:18:26 pm
I completely agree with the recap I would love all those changes.
I would add some things regarding antisocial/asocial whatever non social you want to call it dwarves :p

First the dwarves that state they don't want friends/families shouldn't suffer from being away from such it's illogical but at the moment it's how it works. They don't make friends, they don't marry but they still have mood drops feeling lonely being away from family/friends for too long. They should only need to have a way to socialize but on a superficial level with acquitances.
Making friends or having a romantic relationship should give them a negative mood. If they socialized too much with someone and said someone decided they were friends/lovers and began to treat them as such by wanting to hang out and so on that should be an annoyance for them.
But on the other hand they should have a positive mood boost from having no friends and only acquaintances as long as they can socialize with them from time to time.

If a dwarf is private he should try to find isolated rooms, for example preferring an isolated bedroom rather than one in the middle of a row, trying to find isolated tables/chairs and so on.
That would encourage the building of single tables/chairs in small rooms attached to the main tavern, social dwarves would go for the communal table except if they're on a date or there is no room anywhere else to sit but the private/antisocial ones would prefer the isolated ones except again if they have no choice.
Same with living quarters design, it would encourage to try and have some rooms that are a bit distant from the others (say 3 or 4 paces from another room or main corridor)
And this could lead also to the need of some private chapels because the crowded temples would feel to crowded for some. But then those should have special mechanics, be a meeting zone attached to a specific temple so they can be used to pray him/her but have a flag that set them as private but not private to a specific dwarf just when they're in use by someone they're forbidden to any other except when invited.
But of course they could be also be affected to a specific dwarf like tombs and so on are and nobles might have need of their own private chapel ....


If a dwarf is private but not antisocial he should like to share said private rooms (dining/chapels and any other that could be invented) as described on the previous suggestions just not limited to romance.
If a dwarf is both private and antisocial he would definitively go for isolated and alone.

Something else that's bothering me are the military dwarves.
Even though they practice in very close range from one another in my actual fort (20 dwarves in a  4x4 room) they don't socialize with each other while doing so. That's ok for the ones being private/asocial but even social dwarves that are friends have the lonely being away from friends mood even tough they spend most of their time training near each other.
It might have to do with not sparring with each other anymore though on the other hand even just training, they could still chat a bit or if not  when they arrive/leave they could stand there a bit and chat. So training near each other should be considered some form of socialization by the game, maybe with a lower rate then proper social interaction in the tavern for example.

I don't have the same issue with praying not feeling social needs because it seems to be a very personal thing, they meditate or pray there is no priest and no service where they could share with the rest of the congregation so it's normal that it doesn't feel socialization needs.
 Although sometimes you see them playing/dancing in groups and that should count. But I haven't been able to determine if it does or not at the moment so it could be that it's already working.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 15, 2018, 03:49:21 pm
JezaGaia, I'd ask Starver about precise defining features of asociability, but I consider myself unsociable because I don't really care about social interaction, I can take it or leave it really, whereas the term antisocial sounds like a strong aversion to it.

I'd say a constant mood debuff for antisocial folk just having friends is a bit harsh, but they could get thoughts like "Urist felt annoyed after being pestered by others" from having lots of unwanted conversations in a short span of time (e.g. an acquaintance tries to befriend them), and "Urist felt satisfied after some peace and quiet" if they've spent a long time without any conversations. Sounds weird that they're getting lonely while they have non-sociable, private personalities, but it's possible that they still value family and friends highly, every dwarven civ I've seen favours those values, personal values rarely stray too far from the civ's norm, and if you check in adventure mode character creation you'll see those values actually have associated needs.

Positive thoughts from personalised rooms for more private residents sounds like a good idea, though it'd probably take some work to balance, since communal dining room value usually shoots up to legendary levels fairly quick due to all the tables and chairs, possibly making bad thoughts from communal dining/good thoughts from private dining irrelevant. I'd also call a personal/private temple a shrine rather than a chapel, but that's probably just personal preference.

The military dwarf issue might be mitigated by an increased interaction radius, unless nobody engages in social interaction during jobs, and if that's the case that kinda has to change otherwise the 'chatting with friends without interrupting jobs' thing doesn't work.
Title: Re: Dwarven Social Lives
Post by: Starver on June 15, 2018, 04:32:19 pm
JezaGaia, I'd ask Starver about precise defining features of asociability, but I consider myself unsociable because I don't really care about social interaction, I can take it or leave it really, whereas the term antisocial sounds like a strong aversion to it.
I wouldn't claim authority. But, in my mind:
Antisocial is being actively disruptive of society. As in... (https://en.wikipedia.org/wiki/Anti-social_behaviour_order)
Unsocial is just not participating much, but not avoiding it (except maybe notably abrupt when sprung upon).
Asocial is enjoying it more when keeping away from participation, maybe keeping deliberate distance.

(All of those are situational. I really like my 'me time', but I make deliberate exceptions (hi Bay12ers, you exceptions you! ...though it helps that practically none of you are actually popping up in person, mostly staying the other side of a wall of text) and there are socialisations that by precedent or necessity I can't/won't avoid and then my well-practiced mask gets deployed. It suffices, even though it can probably also be seen through by some people. In Dorf terms, happy thoughts to have fulfilled a task, yet slightly annoyed by being having to fulfill a task. But this aint about me.)

Checking online dictionaries, the latter two are often equated to the first, where they apply to a personality (e.g. "def2: causing annoyance and disapproval in others; antisocial. 'the unsocial behaviour of young teenagers' ") but I think I'd rather be prescriptivist in following the direction of how the prefixes are applied, to not just throw away perfectly good different terms on the same thing.

Naturally, this needs either tying into the current pantheon of psychologies available to dorfs or a dimension or so further extensions to that pantheon to accommodate these subtleties (I haven't fully studied what is there already) and then we can consider how this interacts with the concept of personal space, etc. There could well be a cloud of conflicts pulling and pushing in all kinds of directions, hoping leading to the best compromise sum-vector given the actually available options.

Title: Re: Dwarven Social Lives
Post by: JezaGaia on June 16, 2018, 08:09:34 am
JezaGaia, I'd ask Starver about precise defining features of asociability, but I consider myself unsociable because I don't really care about social interaction, I can take it or leave it really, whereas the term antisocial sounds like a strong aversion to it.

English not being my first or even second language that's way too in depth for me.

What I can say is that ingame some dwarves don't like to have friends but are not private meaning I suppose they don't mind crowds and interacting with a lot of people but they want them to remain simple acquaintances, have an emotional separation from them, not get invested in the relationship if you will.
And I would suppose those people might like to interact from time to time but on their terms and on a superficial manner only.
If someone was to try and crowd them get too close emotionally they wouldn't like that and that would bother them.


I'd say a constant mood debuff for antisocial folk just having friends is a bit harsh, but they could get thoughts like "Urist felt annoyed after being pestered by others" from having lots of unwanted conversations in a short span of time (e.g. an acquaintance tries to befriend them), and "Urist felt satisfied after some peace and quiet" if they've spent a long time without any conversations. Sounds weird that they're getting lonely while they have non-sociable, private personalities, but it's possible that they still value family and friends highly, every dwarven civ I've seen favours those values, personal values rarely stray too far from the civ's norm, and if you check in adventure mode character creation you'll see those values actually have associated needs.

I was referencing to having some sort of annoyance, the strength of it I leave to Toady to decide he knows how to balance his game I know too little to have an opinion on that :)

Positive thoughts from personalised rooms for more private residents sounds like a good idea, though it'd probably take some work to balance, since communal dining room value usually shoots up to legendary levels fairly quick due to all the tables and chairs, possibly making bad thoughts from communal dining/good thoughts from private dining irrelevant.

Well I don't know about that I have a legendary dining room and still have a dwarf that is private doesn't care for luxury doesn't handle stress well and a tendency towards getting depressed. He has only neutral thoughts about the legendary dinning room but a lot of negative thoughts about being forced to eat on a crowded table and is getting a very high stress level.
So I would think that it's not as simple as legendary > privacy.
Also while it still might be relevant in a young fort, once you have the means to make some gold tables and legendary engrave the walls/floors well I would suppose it's not too hard to have those small rooms luxurious enough to also get good thoughts.

I'd also call a personal/private temple a shrine rather than a chapel, but that's probably just personal preference.

As before English is not my first language, so as for the name I have no preference :)


The military dwarf issue might be mitigated by an increased interaction radius, unless nobody engages in social interaction during jobs, and if that's the case that kinda has to change otherwise the 'chatting with friends without interrupting jobs' thing doesn't work.

Agreed, my impression at the moment is that they don't engage in social interaction during jobs, because as I said the radius should not matter in such a small room. Many share the same square and still I don't see any interactions but I could be mistaken.
Title: Re: Dwarven Social Lives
Post by: Bumber on June 16, 2018, 10:14:28 pm
Well I don't know about that I have a legendary dining room and still have a dwarf that is private doesn't care for luxury doesn't handle stress well and a tendency towards getting depressed. He has only neutral thoughts about the legendary dinning room but a lot of negative thoughts about being forced to eat on a crowded table and is getting a very high stress level.
Make sure there's only one chair next to each table. No dwarf likes to share table space, but they're stupid about avoiding it.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 17, 2018, 08:47:21 am
KittyTac, I'd argue that GC's realism applies only to plants, and that cavern critters couldn't maintain the size/fireyness/numbers they do now with such a low oxygen supply. Either you have (relatively) realistic flora and make cavern critters [NOBREATHE] and something to stop fire-composed creatures from just dying, or you could have (relatively) realistic fauna and have oxygen production sans-light, or caverns are going to need a total rework. Fire men in particular would likely be difficult to have in oxygen deprived caverns, given how deep you have to dig for them to appear.

GoblinCookie, firstly, default DF is fantastical. Even after the fantasticality slider is introduced, only the very bottom setting will be truly mundane. Not planning for the fantastical would be mindbogglingly short-sighted. Not to mention, that mechanic we're talking about? Bedroom visits? Works even when nothing fantastical is present, since a medieval subterranean fortress is pretty fantastical, and lighting/ventilating an above ground fortress is way less hassle, even in your scenario.

Secondly, multi-tile/level creatures will change architecture, not restrict it. Needing a wider/taller hallway isn't restricting, it just means you're gonna need a bigger boat. Only way you're gonna find it restricting is if a) if multi-tile/level doors aren't implemented at the same time, or b) if you have extravagantly large fortresses that take up the whole map both vertically and horizontally already. Besides, how often do you actually want big creatures inside your fortress? If they aren't grazers that should be in a pasture, they're usually trying to smash your dwarves into paste.

Underground structures do not scale well.  That is why we have say rabbit warrens but not elephant warrens.  If you have only a small tunnel, you do not need much in the way of structural supports to hold it up but the larger the tunnel the more prone it is to collapse.  I have no problem with us getting rid of fire men and the like, fiery creatures should not exist in caverns that are inhabited by other life forms; they should be consigned to live only in lifeless caverns, which should be common. 

Medieval dwarf fortress however are not fantastical.  There is no magic required to build such a thing, only an understanding of the same physical principles that allow for mines to be built that don't kill all their miners.  The reason such things do not exist is not because they are fantastical, but because they force an inhuman lifestyle on everyone inside them; that is to say they force everyone live and behave in a fashion that is alien to human society and nature.  Fortunately dwarves are not human, but you have to stop thinking of them as short humans in order for you to end up with dwarf fortresses. 

Finally, and this goes for everyone, this debate belongs in a thread of it's own. The subject of the debate is now completely unrelated to the subject of the thread, any vague relations to the thread have faded into obscurity. If someone wants to make a thread for this and link here that's fine, but this thread is about dwarven social interactions, not lighting and oxygen, or architectural freedom vs botanical realism

It does *not* belong in a thread of it's own.  That is because it is the primarily consideration for dwarven socializing, putting it in another topic is simply an exercise in hand-waving. 
Title: Re: Dwarven Social Lives
Post by: Starver on June 17, 2018, 09:18:21 am
(This is not a Dwarven Social Lives thing, just a titbit following on from there being no Elephant Burrows for general interest...)

https://www.earthtouchnews.com/discoveries/discoveries/these-giant-tunnels-in-south-america-arent-caves-theyre-prehistoric-burrows/
Title: Re: Dwarven Social Lives
Post by: scourge728 on June 17, 2018, 10:38:33 am
I would assume their will be an option to turn off any sort of architectural limits caused by oxygen, and in highly fantastical worlds presumably wouldn't be an issue at all,
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 17, 2018, 11:30:58 am
GoblinCookie, yeah you might need to reinforce some walls and roofs for larger hallways, and make pillars in the larger rooms. I'm still not seeing any "architectural freedom nose-dive" as you put it, just some challenges to overcome.

Maybe fantastical was too strong of a word for a medieval subterranean fortress, since in and of itself it's not, however, the reason they don't exist in real life in the same way that they do in DF is actually much simpler than what you state. Humans need sunlight to produce vitamin D. A human who lived like a DF dwarf would get rickets, in fact, during the ice age, rickets was such a serious problem that it resulted in the evolution of pale skin, sacrificing some UV protection to get more vitamin D from sunlight, and that was just because days were short, nights were long, it was probably quite cloudy, and shelter + fire was warmer than sunlight. Presumably dwarves have some other means of keeping healthy bones.

I have never claimed that dwarves are just short humans. I do not consider dwarves to just be short humans. I'm well aware that dwarven society would be alien (and as I have mentioned, harmful) to humans. Please don't assume that I have made assumptions.

The one time you mentioned anything about dwarven socialising during that entire post was when you claimed this debate was still relevant to it. Nice. Let me list 3 reasons to put it in another thread:

1) People who just want to talk about dwarven socialisation, and have no interest in how ventilation or lighting are implemented, are more likely to not bother reading the thread because they aren't interested in the debate subject at all. This results in less people contributing, and more people making suggestions that have already been made, because they didn't want to check every post to see which ones weren't part of the debate.
2) People who have absolutely no interest in dwarven social lives but are very interested in lighting, ventilation, botanical realism, architectural freedom, the caverns, e.c.t. likely won't see the debate because of the thread name, and won't be able to contribute points that we may have overlooked.
3) Forum organisation. If every debate about subject x was met with a link to a thread about subject x, those debates would be better informed, wouldn't repeat the same points over and over on many different threads, and there would be a huge decrease in related thread derailment.

I'm surprised I had to explain this to you, you seem intelligent enough to be able to figure this out yourself. I'm not trying to avoid the debate, I'll gladly follow you to the new thread and it can continue there, I just want to keep the forum organised and user-friendly.

scourge, yeah I assume there'll be an init option to switch off light and gas simulation, just like temperature.
Title: Re: Dwarven Social Lives
Post by: Bumber on June 18, 2018, 12:30:36 am
Another reason:
4) http://www.bay12forums.com/smf/index.php?topic=27009.0
Quote from: Toady One
If the creator of a thread gives appropriate additional guidelines for an individual thread, please try to respect them.  Threads often drift away from their opening themes here, and there isn't a strong sense of thread "ownership", so there's a gray area, but if a thread has been designed for a specific purpose, please try to adhere to that, especially if the creator urges you to do so.  Do not derail threads.

I have no problem with us getting rid of fire men and the like, fiery creatures should not exist in caverns that are inhabited by other life forms; they should be consigned to live only in lifeless caverns, which should be common.
Either fire men require oxygen or they don't. In a lifeless cavern they suffocate. In the other case, there is no problem of cohabitation with other creatures.

Medieval dwarf fortress however are not fantastical.  There is no magic required to build such a thing, only an understanding of the same physical principles that allow for mines to be built that don't kill all their miners.
On the scale of dwarf forts, you would need industrial air pumps. It's not doable with medieval tech.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 19, 2018, 07:15:46 am
GoblinCookie, yeah you might need to reinforce some walls and roofs for larger hallways, and make pillars in the larger rooms. I'm still not seeing any "architectural freedom nose-dive" as you put it, just some challenges to overcome.

Maybe fantastical was too strong of a word for a medieval subterranean fortress, since in and of itself it's not, however, the reason they don't exist in real life in the same way that they do in DF is actually much simpler than what you state. Humans need sunlight to produce vitamin D. A human who lived like a DF dwarf would get rickets, in fact, during the ice age, rickets was such a serious problem that it resulted in the evolution of pale skin, sacrificing some UV protection to get more vitamin D from sunlight, and that was just because days were short, nights were long, it was probably quite cloudy, and shelter + fire was warmer than sunlight. Presumably dwarves have some other means of keeping healthy bones.

As I said, it is contradiction to human nature.

I have never claimed that dwarves are just short humans. I do not consider dwarves to just be short humans. I'm well aware that dwarven society would be alien (and as I have mentioned, harmful) to humans. Please don't assume that I have made assumptions.

The one time you mentioned anything about dwarven socialising during that entire post was when you claimed this debate was still relevant to it. Nice. Let me list 3 reasons to put it in another thread:

1) People who just want to talk about dwarven socialisation, and have no interest in how ventilation or lighting are implemented, are more likely to not bother reading the thread because they aren't interested in the debate subject at all. This results in less people contributing, and more people making suggestions that have already been made, because they didn't want to check every post to see which ones weren't part of the debate.
2) People who have absolutely no interest in dwarven social lives but are very interested in lighting, ventilation, botanical realism, architectural freedom, the caverns, e.c.t. likely won't see the debate because of the thread name, and won't be able to contribute points that we may have overlooked.
3) Forum organisation. If every debate about subject x was met with a link to a thread about subject x, those debates would be better informed, wouldn't repeat the same points over and over on many different threads, and there would be a huge decrease in related thread derailment.

I'm surprised I had to explain this to you, you seem intelligent enough to be able to figure this out yourself. I'm not trying to avoid the debate, I'll gladly follow you to the new thread and it can continue there, I just want to keep the forum organised and user-friendly.

scourge, yeah I assume there'll be an init option to switch off light and gas simulation, just like temperature.

I think I should move things along now, since the reference to oxygen and light was not off-topic, it was also never intended to totally dominate the discussion. 

One idea I came up with is having dwarves choose locations based upon the environmental conditions of a room.  As the game advances then, we can simply add more criteria for a suitable location.  At the moment the criteria is only space, a group that breaks off to socialise goes to a location that has 4 squares in it, per individual socialising.  So if we have two individuals, then they would 8 squares.  They could meet in a bedroom provided the bedroom is at least 3X3 in size. 

To refer to the question of vitamin D deficiency, humans will always choose to go to the surface in order to socialise, they will only operate like dwarves do if the surface is blocked off or the weather is bad.  Dwarves will go to the surface to socialise, if the surface is accessible and there are no suitable underground locations.

Either fire men require oxygen or they don't. In a lifeless cavern they suffocate. In the other case, there is no problem of cohabitation with other creatures.

Their fire consumes oxygen, whether they need oxygen to survive or not.

On the scale of dwarf forts, you would need industrial air pumps. It's not doable with medieval tech.

No, we only require a number of ventilation shafts and maybe a few mechanical fans.  The problem is only that the 'scale' is more limited than what we can build at the moment, while forces the dwarves closer together. 
Title: Re: Dwarven Social Lives
Post by: Bumber on June 19, 2018, 09:12:01 am
Their fire consumes oxygen, whether they need oxygen to survive or not.
I guess you could get a backdraft (https://en.wikipedia.org/wiki/Backdraft) when you open the caverns? :P
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 20, 2018, 04:43:16 am
GoblinCookie, I had assumed the phrase 'human nature' meant natural behavioural tendencies, but I suppose biology is totally within the scope of the word nature, so fair enough

Yeah I know it started out totally related, an honest concern for compatibility with future features, but it did get to be a little much

That idea's pretty cool, I'm sure there are already some mechanics to do with dancing that could be configured to work for this too. Would certainly make the rec room more of a necessity if you didn't want all your dwarves rushing off to the surface to chat with a group of friends when you're in an evil or savage biome.

Not sure insistence on being outside to socialise works for simulating vitamin D deficiency, since not all humans need to socialise, and IRL we don't need to be outside for a chat, but going for a walk about outside with friends actually sounds like a nice social activity for residents who value nature and aren't cave adapted, though a park/nature reserve zone may be needed to avoid them wandering straight into large predators. I think humans, and maybe other surface-dwellers, could show the need for sunlight with a variant on the code for cave adaption (maybe call it cave sickness?), meaning it'd be a good idea to keep them closer to, or on the surface, though that may need some balancing to avoid confusing new players as their foreign residents all go pale and sickly.

Btw, sorry if I've been a bit snappy in previous posts, the pollen count has been, and still is, super high here, and I tend to get a bit grouchy when I can't breathe.
Title: Re: Dwarven Social Lives
Post by: KittyTac on June 20, 2018, 05:22:07 am
Maybe dwarves are not vitamin-D dependent. They're not humans. And being outside to socialize does not make sense for dwarves.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 20, 2018, 05:27:17 am
KittyTac, that part was specifically about surface-dwellers that do need vitamin D, like humans, and possibly also elves and animal people
Title: Re: Dwarven Social Lives
Post by: KittyTac on June 20, 2018, 05:28:33 am
KittyTac, that part was specifically about surface-dwellers that do need vitamin D, like humans, and possibly also elves and animal people
Oh, OK. I misunderstood. There should be a tag for that, yeah.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 20, 2018, 05:32:04 pm
Maybe dwarves are not vitamin-D dependent. They're not humans.
It'd be interesting if each of the intelligent races had some strange dependency, without which they suffer withdrawal and reduced efficiency. Dwarves = alcohol, humans = sunlight, elves = tree-hugging and goblins = cruelty? Each could, theoretically, put the person into an emotional state that releases an enzyme/hormone/neurotransmitter/etc., which is beneficial to various bodily functions.

One thing we haven't mentioned yet in this thread is ceremonies, which would get multiple dwarves together in one place, usually performing the same activity, and almost always followed by food, drink, and socializing. Holidays would work well for this purpose, especially religious holidays because they would almost certainly be celebrated only by followers of a particular deity, meaning everyone there has at least that in common.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on June 20, 2018, 07:59:19 pm
Racial needs sound interesting, though as previously mentioned, may need extra balancing to get right, if I have a goblin who stops working every week so it can go off and mutilate a puppy I'm just not gonna accept goblin residents. Sounds like it might be tough to rawify them enough to give modders full control over extra needs for their custom races, but just having tags for the vanilla racial needs available could work.

Ceremonies are a nice idea, finally, a reason to actually assign people to work at the temple. It'd be extra cool if it consulted mythgen when deciding religious holiday placement.
Title: Re: Dwarven Social Lives
Post by: KittyTac on June 20, 2018, 11:10:34 pm
Racial needs sound interesting, though as previously mentioned, may need extra balancing to get right, if I have a goblin who stops working every week so it can go off and mutilate a puppy I'm just not gonna accept goblin residents. Sounds like it might be tough to rawify them enough to give modders full control over extra needs for their custom races, but just having tags for the vanilla racial needs available could work.

Ceremonies are a nice idea, finally, a reason to actually assign people to work at the temple. It'd be extra cool if it consulted mythgen when deciding religious holiday placement.
What about a "Dummy" creature that can be created at a workshop and could be used by goblins and violent civilized creatures in general to relieve stress and the need for violence by hitting the dummy? It would relieve less of it, but better than nothing.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 21, 2018, 06:27:48 am
Not sure insistence on being outside to socialise works for simulating vitamin D deficiency, since not all humans need to socialise, and IRL we don't need to be outside for a chat, but going for a walk about outside with friends actually sounds like a nice social activity for residents who value nature and aren't cave adapted, though a park/nature reserve zone may be needed to avoid them wandering straight into large predators. I think humans, and maybe other surface-dwellers, could show the need for sunlight with a variant on the code for cave adaption (maybe call it cave sickness?), meaning it'd be a good idea to keep them closer to, or on the surface, though that may need some balancing to avoid confusing new players as their foreign residents all go pale and sickly.

Btw, sorry if I've been a bit snappy in previous posts, the pollen count has been, and still is, super high here, and I tend to get a bit grouchy when I can't breathe.

I did not get the impression you were snappy at all.   :)

For the antisocial creature that suffers from Vitamin D shortage we can have a separate behavior that would cause them to walk to the surface to spend time in the sun.  Basically the social behavior keeps most humans from getting vitamin D deficiancy, but there is a solo fallback option that will kick in to cause solo walks.  Solo walks however are less than ideal compared to social ones, so they are basically a fallback option. 

Racial needs sound interesting, though as previously mentioned, may need extra balancing to get right, if I have a goblin who stops working every week so it can go off and mutilate a puppy I'm just not gonna accept goblin residents. Sounds like it might be tough to rawify them enough to give modders full control over extra needs for their custom races, but just having tags for the vanilla racial needs available could work.

Ceremonies are a nice idea, finally, a reason to actually assign people to work at the temple. It'd be extra cool if it consulted mythgen when deciding religious holiday placement.
What about a "Dummy" creature that can be created at a workshop and could be used by goblins and violent civilized creatures in general to relieve stress and the need for violence by hitting the dummy? It would relieve less of it, but better than nothing.

That makes them sound like cats needing to scratch things and dogs needing to chew things.  Actually this applies in general to Six of Spades suggestions on the matter, a lot of them while interesting are not really going to be unique to that specific creature.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on June 23, 2018, 01:03:42 am
If I have a goblin who stops working every week so it can go off and mutilate a puppy I'm just not gonna accept goblin residents.
What about a "Dummy" creature that can be created at a workshop and could be used by goblins and violent civilized creatures in general to relieve stress and the need for violence by hitting the dummy?
People with high Anger_Propensity and related traits might be satisfied by abusing inanimate objects and/or watching bloodsports in the arena, but I personally doubt that would satisfy most goblins, especially if it really is a biological need. But even if goblins really did have to knowingly inflict pain upon the helpless, they could do the jobs of Gelder, Animal Trainer (someone's got to teach the beasts to hate goblins, after all), Ambusher, Trapper, Fishergoblin, etc. They would probably also love the office of Sheriff or Hammerer, and they might someday also torture for information, or serve as the "bad sergeant" for military recruits.
In addition to probably mutilating puppies.


For the antisocial creature that suffers from Vitamin D shortage we can have a separate behavior that would cause them to walk to the surface to spend time in the sun.
As far as Vitamin D itself is concerned, there are plenty of dietary sources, most of which are easily obtained in a dwarf fort: cheese, eggs, fatty fish, & various types of mushrooms. It really shouldn't be a problem. I read humans (and elves) as having more of a psychological need for sunlight (and fresh air): If they go without for too long, they start to get stir-crazy, and if it's made to continue, they can even develop claustrophobia. But we needn't develop a special behavior just to force asocial humans to head topside every now and then, just have any human that feels "hemmed in after not being able to see the sky lately" try to path to an Outside Aboveground tile during their next On Break. You could also assign them aboveground jobs like Woodcutter, Herbalist, etc.

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What about a "Dummy" creature that can be created at a workshop and could be used by goblins and violent civilized creatures in general to relieve stress and the need for violence by hitting the dummy? It would relieve less of it, but better than nothing.
That makes them sound like cats needing to scratch things and dogs needing to chew things.  Actually this applies in general to Six of Spades suggestions on the matter, a lot of them while interesting are not really going to be unique to that specific creature.
Well, that depends on whether or not you're talking about things that creatures like to do (a lot of mammals enjoy skin stimulation, like cats being petted or bears rubbing on trees), and things that they actually need to do (dwarves are the only creatures that must drink booze or suffer harsh penalties to speed & coordination).
(Actually, strike that last bit. According to the wiki, "creatures of any race who are exposed to enough combat to become fully hardened will also become alcoholics", although personally I have to disagree with that mechanic, as it does nothing but reinforce a negative stereotype for the sake of a cheap joke. I myself don't know any alcoholic war veterans, but I do feel a bit of offense on their behalf.)
But back to your point, perhaps the animal raws should be augmented with a new tag or two. In addition to [PREFSTRING], there could also be something like [PREFACTIVITY] and/or [DEPENDENCY]. Some will be shared with other creatures, others probably won't be.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on June 30, 2018, 07:42:14 am
As far as Vitamin D itself is concerned, there are plenty of dietary sources, most of which are easily obtained in a dwarf fort: cheese, eggs, fatty fish, & various types of mushrooms. It really shouldn't be a problem. I read humans (and elves) as having more of a psychological need for sunlight (and fresh air): If they go without for too long, they start to get stir-crazy, and if it's made to continue, they can even develop claustrophobia. But we needn't develop a special behavior just to force asocial humans to head topside every now and then, just have any human that feels "hemmed in after not being able to see the sky lately" try to path to an Outside Aboveground tile during their next On Break. You could also assign them aboveground jobs like Woodcutter, Herbalist, etc.

Don't the dietery sources require sunlight to 'unlock'?  I though that you always got your Vitamin D from a dietary source and then you used sunlight to turn it into a usable form. 

The idea was to use the social behavior in order to cause them to move to the surface in groups, rather than simply doing so individually when they feel the need.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 01, 2018, 03:13:50 am
As far as Vitamin D itself is concerned, there are plenty of dietary sources
Don't the dietery sources require sunlight to 'unlock'?
Not according to Wikipedia.

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The idea was to use the social behavior in order to cause them to move to the surface in groups, rather than simply doing so individually when they feel the need.
Yes, I was suggesting the 'cabin fever' behavior as a safety, to catch those humans who happen to be asocial (and/or there just aren't enough other humans in the fort) and thus don't catch the "hey guys, let's go upstairs for a picnic" bandwagon.

Of course, having humans require regular sunlight exposure means renewed attention to more realistic properties of glass, and most likely unavoidable fortress security flaws. If you live in an area with Evil weather (though I don't know if that'll still be a thing after the Sphere-based biome rebalancing), then an enclosed greenhouse is literally the only way to air your humans out . . . assuming, of course, that glass will finally be made transparent to light transmission. And if glass is made transparent (as it should be), then it will most likely be made breakable (as it should be) as well . . . meaning, any flying building destroyer (or just any flier strong & smart enough to drop a rock) can easily create a path into the fort, all because you have human residents.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 01, 2018, 05:03:33 am
I suggest using two reliable sources to back up your claim, other that Wikipedia. That way GC can't latch onto that.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 01, 2018, 06:10:46 am
Oh, I doubt he'll pretend to be versed in biochemistry, along with everything else. Then again, it might be amusing to see him try. And this thread's already suffered one hard derail, let him spin his wheels and try for two.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 01, 2018, 06:32:08 am
Oh, I doubt he'll pretend to be versed in biochemistry, along with everything else. Then again, it might be amusing to see him try. And this thread's already suffered one hard derail, let him spin his wheels and try for two.
No. It's just that he'll dismiss Wikipedia because it is "inaccurate" to him.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 01, 2018, 10:11:35 am
Not according to Wikipedia.

The question was not a rhetorical one SixOfSpades.  I never claimed to be omniscient, merely cleverer than most people.   ;)

Yes, I was suggesting the 'cabin fever' behavior as a safety, to catch those humans who happen to be asocial (and/or there just aren't enough other humans in the fort) and thus don't catch the "hey guys, let's go upstairs for a picnic" bandwagon.

Of course, having humans require regular sunlight exposure means renewed attention to more realistic properties of glass, and most likely unavoidable fortress security flaws. If you live in an area with Evil weather (though I don't know if that'll still be a thing after the Sphere-based biome rebalancing), then an enclosed greenhouse is literally the only way to air your humans out . . . assuming, of course, that glass will finally be made transparent to light transmission. And if glass is made transparent (as it should be), then it will most likely be made breakable (as it should be) as well . . . meaning, any flying building destroyer (or just any flier strong & smart enough to drop a rock) can easily create a path into the fort, all because you have human residents.

I think ultraviolet light does not pass through light and hence Vitamin D is still a problem, since I think (again I don't claim to know) that UV light is specifically needed for Vitamin D synthesis. 

Flying building destroyers are going to be less of a problem once we end up with multi-tile creatures.  Provided we make the tunnel between the greenhouse and our fortress small enough, there is a good chance they are just going to wreck your greenhouse.  The glass is fragile problem can also be solved by having a secondary level of drawbridges to seal off the greenhouses fragile glass walls.

Oh, I doubt he'll pretend to be versed in biochemistry, along with everything else. Then again, it might be amusing to see him try. And this thread's already suffered one hard derail, let him spin his wheels and try for two.

Since people love to derail threads when I am around, let's derail the thread into a discussion that is all about ME!  ;D

Oh, I doubt he'll pretend to be versed in biochemistry, along with everything else. Then again, it might be amusing to see him try. And this thread's already suffered one hard derail, let him spin his wheels and try for two.
No. It's just that he'll dismiss Wikipedia because it is "inaccurate" to him.

Wikpedia is something of the idiot's bible.  It is basically a place full of stuff so basic that even the world's plentiful supply of idiots cannot be persuaded that it isn't the case.   :)
Title: Re: Dwarven Social Lives
Post by: Cathar on July 01, 2018, 10:24:52 am
I never claimed to be omniscient, merely cleverer than most people.   ;)

The reason you are not is precisely because you think you are. You never learn anything out of ego and everytime you stumble upon someone who actually knows their shit you try to deflect with logghorea, trying to control damage with ad nauseam.

Your effect is to pull the level of any discussion down while drowning the useful information shared in a sea of inanities.

I for one have no idea why people keep responding to this kind of post, but then again I just did so who am I to criticize.

Seriously my dude. Drop the computer, read a book. 300 pages ain't that long. 15 hours of sitting with your headphones on while knowledge is litterally dropped into your skull ain't that hard.

Do it.

This will be my only post in this thread. Have fun guys
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 01, 2018, 01:18:57 pm
I never claimed to be omniscient, merely cleverer than most people.   ;)
The reason you are not is precisely because you think you are. You never learn anything out of ego and everytime you stumble upon someone who actually knows their shit you try to deflect with logghorea, trying to control damage with ad nauseam.

That was a joke. 
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 01, 2018, 07:20:46 pm
No. It's just that he'll dismiss Wikipedia because it is "inaccurate" to him.
The fact that it can be maliciously edited hardly means that it is likely to be so--I highly doubt anyone has nefarious purposes regarding, say, the nature of a Tibetan sky burial. GoblinCookie's disdain for Wikipedia is humorous to me because it's A) pretentious (Of course the world's largest body of knowledge would be less prestigious and reliable than GoblinCookie's own brain), B) facile (It costs him nothing to malign the huge body of knowledge that can most easily be used to prove him wrong), and C) hypocritical (He quoted it himself back when we were fighting about the meaning of the word 'clan'. Amusingly, he cherry-picked out the parts of the article that supported his argument, while conveniently glossing over the parts that supported mine, a tidy little example of intellectual dishonesty).

I personally support the use of Wikipedia because, as meticulously detailed as Dwarf Fortress is (or at least plans to be), it should never be MORE detailed than Wikipedia. Sure, there are things in DF that I've never heard of--plants like kenaf and fonio, for example--but look those words up and BOOM, there it is. DF is already spot-on as far as things like geology are concerned, and for all unfinished aspects of the game, I feel that Wikipedia represents the standard of realism to which Dwarf Fortress should aspire. Want to learn whether a sailfin molly would make a reasonable meal by itself, or if it's only realistically useful as bait? What about the possible applications of bitter vetch for dye, or stibnite for cosmetics? Read all about it.

Plus, the use of Wikipedia seems to anger GoblinCookie, so that's another bonus. I notice that when he wasn't sure whether or not dietary Vitamin D still required sunlight, he found it more convenient to ask about it HERE than to actually do any damn research for himself. Now that's investigative rigor at its finest.


Wikpedia is something of the idiot's bible.  It is basically a place full of stuff so basic that even the world's plentiful supply of idiots cannot be persuaded that it isn't the case.
Oh, good. Can you clarify for me, please, the precise distinction between plagioclase vs. non-plagioclase feldspars? I just want to be sure DF's geology is correct. I know you have this sort of information on the tip of your tongue, so thanks in advance.

Quote
Quote
Not according to Wikipedia.
The question was not a rhetorical one SixOfSpades.
Which was why my answer was direct, GoblinCookie. In a word, "No."

Quote
I think ultraviolet light does not pass through light glass and hence Vitamin D is still a problem, since I think (again I don't claim to know) that UV light is specifically needed for Vitamin D synthesis.
It depends on the nature of the particulates suspended within the glass. In DF terms, UV light would pass through clear glass and probably crystal glass as well, I'm not sure about green glass. More important than Vitamin D synthesis is flower pollination: Bees and many other insects see in the UV range, and most flowers have UV patterns (invisible to us) that help guide the bees where they need to go. Without UV light, pollination would be less successful, and some aboveground crops more scarce.

Quote
The glass is fragile problem can also be solved by having a secondary level of drawbridges to seal off the greenhouses fragile glass walls.
That's good, but aren't lowered drawbridges vulnerable to building destroyers? I lack experience on this.

Quote
Since people love to derail threads when I am around, let's derail the thread into a discussion that is all about ME!
Funny how you noticed that too . . . Thread derails always seem to involve GoblinCookie . . . I wonder what could be the root cause. But curiously, this digression is actually ON topic, because we're talking about social lives, and mocking you certainly does seem to be an entertaining social activity.

I never claimed to be omniscient, merely cleverer than most people.   ;)
The reason you are not is precisely because you think you are. You never learn anything out of ego and everytime you stumble upon someone who actually knows their shit you try to deflect with logghorea, trying to control damage with ad nauseam.
That was a joke.
Oh, I think it's far too late for that. Your recent displays of condescension and overweening arrogance are going to take you a HELL of a long time to live down--that is, if you were even inclined to do so, which you clearly are not.
Title: Re: Dwarven Social Lives
Post by: Splint on July 01, 2018, 08:17:11 pm
Y'know, this is the kind of stuff that wouldn't be uncommon on Youtube. Of course I have a dislike of GC as well, for a couple past incidents.


As to the bridges Six, a quick glance at the DF Wiki indicates that it is invulnerable to destroyers while raised, and may not function if something sufficiently heavy is on it like an adult dragon, a rutherer, draltha or a giant deer. So I guess they can be smashed to bits (I know ones that aren't dragon-fire proof will get destroyed by a jet of dragon fire while lowered for example.)
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 01, 2018, 08:29:15 pm
Yayy pollen count is down, I am vaguely human once more.

I'd say whether people have a physical need for sunlight or just a psychological one isn't too relevant, all it changes is whether they get debuffs to mood or toughness for failing to fulfil the need, either way they wanna go outside and presumably, and not doing so will be a health hazard. If they aren't the sociable nature loving sort that'll go have a picnic or walk their llama through the park, they'll be sunbathing or staring wistfully through the nonspecific precipitation towards the horizon, which'll probably end badly when the husking fog envelops them. Maybe that's why surface dwellers don't settle in evil biomes?

On the topic of the dummy creature, it's a nice concept, but I was under the impression that being biologically dependant on cruelty wouldn't be tied to an action, but rather the psychological effects of doing said action to a living thing, savouring it's suffering, and the hormones released by such amoral behaviour.

SixOfSpades, IIRC bridges break when you try to atom smash an object that's just too massive, can't quite remember the threshold though

Also can everyone chill a little?

Also also, since SixOfSpades mentioned mockery as a social interaction, do dwarves mock each other? I know about dismissal, flattery, and passive responses, but not mockery. Seems like something the Comedian skill could handle, and also a fine way to start a bar brawl.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 01, 2018, 10:24:43 pm
I meant that some people disdain Wiki because they're paranoid about it being editable. Which is wrong for the reason you described.
Title: Re: Dwarven Social Lives
Post by: Bumber on July 02, 2018, 03:45:45 pm
And if glass is made transparent (as it should be), then it will most likely be made breakable (as it should be) as well . . . meaning, any flying building destroyer (or just any flier strong & smart enough to drop a rock) can easily create a path into the fort, all because you have human residents.
I would think this would just be subject to invader digging mechanics. Glass isn't really any more breakable than most rock of equivalent thickness.
Title: Re: Dwarven Social Lives
Post by: Starver on July 02, 2018, 04:42:26 pm
Glass isn't really any more breakable than most rock of equivalent thickness.
I sort of imagine that Constructions of glass are basically Glass Brick (https://en.wikipedia.org/wiki/Glass_brick) walls/floors. As "furniture", I have in mind that built 'windows' are pretty much more like a glass partition (strong enough to resist being fell against, here in Roundworld by being using tempered/toughened glass and/or lamination methods) crossed with a stained-glass-window (where made of jewels).

I'm quite sure this is off-topic, though.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 03, 2018, 01:47:12 am
. . . do dwarves mock each other?
I don't see why they shouldn't. If they can dislike each other enough to form grudges and get in fistfights, name-calling seems quite an expected behavior. I agree, it could largely depend on/increase one's Comedian skill, and could backfire if the insulted dwarf has a higher Comedian skill than the instigator. Successfully or repeatedly mocked dwarves should have appropriate emotional, and quite possibly physical, reactions to being ostracized. And that's just dwarf-dwarf interactions. If your fort managed to acquire, say, a goblin resident, I would think it's hardly likely that every single dwarf in your fort would welcome him with open arms, there's bound to be animosity, at least some of which would take the form of verbal taunts and harassment. Elves (the first few, at least) would likely also be made objects of fun, though I think humans would fare better.

Mockery and associated behaviors could also be considered a minor crime, slightly increasing the potential breadth of the Crime & Punishment arc.


I would think this [glass walls/floors being made breakable] would just be subject to invader digging mechanics. Glass isn't really any more breakable than most rock of equivalent thickness.
I sort of imagine that Constructions of glass are basically Glass Brick (https://en.wikipedia.org/wiki/Glass_brick) walls/floors.
Largely, I'm in agreement, although I must point out that the "equivalent thickness" of a glass floor is, arguably, zero--given that a natural ground tile, a floor tile built upon that ground tile, and the top of a wall built on the z-level below that ground tile, are all treated by the game as being exactly the same height. I would certainly not be opposed to some refinement in this regard, although such a fundamental change in the nature of what constitutes a 'tile' would doubtless be highly disruptive to the entire game's functionality.

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I have in mind that built 'windows' are pretty much more like a glass partition (strong enough to resist being fell against) crossed with a stained-glass-window (where made of jewels).
Yes, but why should they be immune to even accidental breakage? If dwarves are strong enough to break stone (with their bare hands, in some cases), it stands to reason they could do the same to glass, even glass bricks.

Segueing back to the subject of social gatherings, surface-dwelling races should (generally) prefer to congregate in rooms lit by sunlight, as that's what feels most familiar to them. Conversely, subterraneans would tend to gravitate toward areas with the theoretical glowing mushrooms, gem lanterns, etc. Fire-based illumination like candles & torches would be viewed as 'neutral', not preferred or disliked by any race. So by controlling the illumination of various public areas, you could influence which of your citizens like to hang out there.
Title: Re: Dwarven Social Lives
Post by: Starver on July 03, 2018, 07:16:02 am
Spoiler: Glass (click to show/hide)
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 03, 2018, 07:54:47 am
Oh, good. Can you clarify for me, please, the precise distinction between plagioclase vs. non-plagioclase feldspars? I just want to be sure DF's geology is correct. I know you have this sort of information on the tip of your tongue, so thanks in advance.

One of those feldspars is plagioclase and the other is not?  It is not my fault that a google search gives me the definition of plagioclase from wikipedia on the first page!  ;) ;D  Because I allegedly hate wikipedia (I don't) I shall instead use the minerals.net definition.

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The Plagioclase series is a group of related feldspar minerals that essentially have the same formula but vary in their percentage of sodium and calcium. Albite and Anorthite are the end members of the series, with the intermediary minerals Oligoclase, Andesine, Labradorite, and Bytownite.

I would continue, except that would not be on-topic would it?

It depends on the nature of the particulates suspended within the glass. In DF terms, UV light would pass through clear glass and probably crystal glass as well, I'm not sure about green glass. More important than Vitamin D synthesis is flower pollination: Bees and many other insects see in the UV range, and most flowers have UV patterns (invisible to us) that help guide the bees where they need to go. Without UV light, pollination would be less successful, and some aboveground crops more scarce.

Presumably the bees would be inside the greenhouse, so the inability of the bees to see flowers through the greenhouse is not so much of a problem. 

That's good, but aren't lowered drawbridges vulnerable to building destroyers? I lack experience on this.

They are immune to building destroyers.  Funny thing is that flying creatures can fly over the drawbridges even when closed, but could not destroy a wall on the other side because they cannot path. 

Funny how you noticed that too . . . Thread derails always seem to involve GoblinCookie . . . I wonder what could be the root cause. But curiously, this digression is actually ON topic, because we're talking about social lives, and mocking you certainly does seem to be an entertaining social activity.

The root cause is that if a thread does not go anywhere, it cannot really go off topic can it?  It is the natural tendency of 'moving' threads to get derailed, it is not my fault simply because I tend to put the threads into motion in the first place when otherwise they would be stagnant.  Since I don't tend to leave a thread once I have posted on it, a correlation appears between my presence and thread derailment. 

Correlation does not prove causation, as they say.

Oh, I think it's far too late for that. Your recent displays of condescension and overweening arrogance are going to take you a HELL of a long time to live down--that is, if you were even inclined to do so, which you clearly are not.

You really don't get it at all do you? The whole thing was *always* a farce, right from the beginning. 

I was just annoyed at how threads keep getting derailed into discussions about me personally.  I know full well that in reality I am not some all-wise intellectual demigod, really I am just another poster among thousands and there is no reason I should be cast into the lime-light at all.  I was just thoroughly crashing the whole debate about myself and now I seem to have done so.

We can now return to the actual topic(s) of discussions and I can now give up the act.

Yayy pollen count is down, I am vaguely human once more.

I'd say whether people have a physical need for sunlight or just a psychological one isn't too relevant, all it changes is whether they get debuffs to mood or toughness for failing to fulfil the need, either way they wanna go outside and presumably, and not doing so will be a health hazard. If they aren't the sociable nature loving sort that'll go have a picnic or walk their llama through the park, they'll be sunbathing or staring wistfully through the nonspecific precipitation towards the horizon, which'll probably end badly when the husking fog envelops them. Maybe that's why surface dwellers don't settle in evil biomes?

On the topic of the dummy creature, it's a nice concept, but I was under the impression that being biologically dependant on cruelty wouldn't be tied to an action, but rather the psychological effects of doing said action to a living thing, savouring it's suffering, and the hormones released by such amoral behaviour.

SixOfSpades, IIRC bridges break when you try to atom smash an object that's just too massive, can't quite remember the threshold though

Also can everyone chill a little?

Also also, since SixOfSpades mentioned mockery as a social interaction, do dwarves mock each other? I know about dismissal, flattery, and passive responses, but not mockery. Seems like something the Comedian skill could handle, and also a fine way to start a bar brawl.

I don't think goblins would work as a civilization if goblins required to inflict actual cruelty to actual living creatures that were sentient like themselves. 

Mockery should really be related to cruelty and humour.  Basically beings that are both funny and cruel should mock other beings and then those beings should potentially get angry.  Beings that have less humour should get angrier that more humorous creatures would.
Title: Re: Dwarven Social Lives
Post by: FantasticDorf on July 03, 2018, 08:52:11 am
What happened to this thread? It went from dwarves having double dates to insults.

Eitherway i agree with the notion of dwarves acting on seeking friends via a mutual activity to invite them to a friendship circle ("hey Urist, want to hang out with me and a buddy by the Statue of dancing frogs?") but dwarves are kind of selfish, so breaking off to go to the tavern, temple or to eat and sleep might pull them away from the situation and not fix it.

Some more typical things dwarves already do that might be interred as friendship initiating things like simulating dancing in the tavern could be a little bit more of a seamless way to initiate this. Not that talking is 100% required to find someone likable but it can very quickly dump a prospect of a relationship if you're the exact opposite of the dwarf who's really good at dancing and is a great storyteller and gave you buckets of water in hospital a few times.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 03, 2018, 09:09:14 am
SixOfSpades, Emotional reactions to mockery could be based on personality, namely the humour facets; if the target "finds something humorous in everything, no matter how serious or inappropriate" then there's not many situations in which mockery would have an overly negative effect, I imagine them shrugging it off as banter, and someone that "is utterly humorless" would likely immediately take offence, and react appropriately based on anger, depression, and anxiety propensities.

Illegal mockery sounds very dystopian, though it's possible that those sorts of societies start popping up post-villains stuff.

GoblinCookie, I never specified that goblins should need to be cruel to sentients, that sounds way too restricting. I did say living though, but that being said, it'd be kinda annoying if cruelty towards the undead didn't count, perhaps I should have said animate. Still, this sorta goblin wouldn't be the kinda thing you want as a resident unless there were labours that were considered cruel, like the ones SixOfSpades mentioned a while ago.

Mockery being considered cruel would certainly make life for these goblins easier, though I don't think it should have as big of an effect as the aforementioned puppy mutilation/"cruel" labours. Linking it to the cruelty personality facet also makes sense, more merciful creatures could prefer flattery/passive responses, and more cruel ones could prefer mockery/dismissal. Are those kind of preferences a thing already? Obviously not including mockery (yet).

FantasticDorf, yeah the conversation topic does jump about a bit, but that's all part of the way conversations work, and at least we're back on the topic of social lives.

I do like the idea of people forming positive relations with those who've helped them out somehow, and if they only helped because it's their job to help, we could get a few one-sided admiration relationships that could make for some interesting stories. Nurses would become the DF equivalent of celebrities, complete with fans and stalkers.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 03, 2018, 05:12:45 pm
Deconstructing structures of obsidian, talc, rock salt, soap, glass or ice is routine business for a fortress dwarf on 'official' business but currently impossible to offensively destroy (or melt, or erode or dissolve) in any direct manner other than assigned/domino-effect deconstruction.
Tantruming dwarves are known for destroying workshops, furniture, farm plots, and even bridges that they're standing on. If I'm supremely pissed off, I'm holding something made of glass, and nearly everything else around me is made of hard rock, chances are that glass isn't going to last for much longer.


Oh, good. Can you clarify for me, please, the precise distinction between plagioclase vs. non-plagioclase feldspars?
The Plagioclase series is a group of related feldspar minerals that essentially have the same formula but vary in their percentage of sodium and calcium.
In DF terms, andesite is plagioclase, while orthoclase and microcline are non-plagioclase. Minerals.com and other specialist sites have that kind of detailed info too, of course, but Wikipedia has it all in one place, which is invaluable if you have to bounce around all the different subjects that DF touches on (and in the Suggestions forum, that spectrum is even wider). Wikipedia also covers its subjects in more than enough detail than I've ever really needed, so I for one feel that the minute risk of hostile editing is well worth the convenience.

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Bees and many other insects see in the UV range, and most flowers have UV patterns (invisible to us) that help guide the bees where they need to go.
Presumably the bees would be inside the greenhouse, so the inability of the bees to see flowers through the greenhouse is not so much of a problem.
I never implied that ultraviolet-blocking glass would be between the flower and the bee, merely between the flower and the sun. UV light can't bounce off the flower & hit the bee if the UV light can't reach the flower at all.


I don't think goblins would work as a civilization if goblins required to inflict actual cruelty to actual living creatures that were sentient like themselves.
I just picture an entire population of alcoholic stepfathers.

On the topic of the dummy creature, it's a nice concept, but I was under the impression that being biologically dependant on cruelty wouldn't be tied to an action, but rather the psychological effects of doing said action to a living thing, savouring it's suffering, and the hormones released by such amoral behaviour.
Yeah, that's what I was going for. A dummy "creature" to attack might satisfy some psychological need, but hardly any physical ones. Now, if some goblin civ (or subset thereof) was randomly predisposed to be noticeably less cruel than the goblin mean, then they might consciously seek out less traumatic outlets for their emotions, so theoretically some torture dummies and participating in high-impact but non-lethal bloodsports like boxing (padded gloves) might just be enough for them.

. . . it'd be kinda annoying if cruelty towards the undead didn't count, perhaps I should have said animate.
As Undead creatures are [NOPAIN], any goblin intending to inflict cruelty on one would have to kill it outright. Killing fragments of an undead should probably be only a fraction as satisfying as destroying the entire creature . . . unless perhaps the goblin stretched it out by slowly dismembering the creature, and killing it piece by piece.


Eitherway i agree with the notion of dwarves acting on seeking friends via a mutual activity to invite them to a friendship circle ("hey Urist, want to hang out with me and a buddy by the Statue of dancing frogs?") but dwarves are kind of selfish, so breaking off to go to the tavern, temple or to eat and sleep might pull them away from the situation and not fix it.
Well, at least there was an attempt at social interaction that the dwarf got pulled away from. The important thing is that dwarves should actively try to be with friends, and make new ones. Right now, the interaction is purely random, and only reactionary: IF you happen to bump into an acquaintance, THEN chat with them. It should be IF you feel bored or lonely, THEN seek out a friend, ELSE IF you can't find a friend, THEN settle on an acquaintance or even a stranger.


Illegal mockery sounds very dystopian,
It could be dystopian (so such thing as freedom of speech, etc.), or it could simply take the form of anti-harassment / anti-discrimination laws.

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I do like the idea of people forming positive relations with those who've helped them out somehow, and if they only helped because it's their job to help, we could get a few one-sided admiration relationships that could make for some interesting stories.
I fully agree with one-sided feelings like hero worship, unrequited love and the like. Keep stirring that pot of emotions!
Title: Re: Dwarven Social Lives
Post by: Starver on July 03, 2018, 06:54:37 pm
Deconstructing structures of obsidian, talc, rock salt, soap, glass or ice is routine business for a fortress dwarf on 'official' business but currently impossible to offensively destroy (or melt, or erode or dissolve) in any direct manner other than assigned/domino-effect deconstruction.
Tantruming dwarves are known for destroying workshops, furniture, farm plots, and even bridges that they're standing on.
Yes, as I said, but not constructed walls, floors, stairs, etc.

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If I'm supremely pissed off, I'm holding something made of glass, and nearly everything else around me is made of hard rock, chances are that glass isn't going to last for much longer.
No argument, IRL, but a table by a wall is going to be the only victim of any attack, whatever the table is made of and whatever the wall is made of. That's DF...
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 05, 2018, 08:50:48 am
GoblinCookie, I never specified that goblins should need to be cruel to sentients, that sounds way too restricting. I did say living though, but that being said, it'd be kinda annoying if cruelty towards the undead didn't count, perhaps I should have said animate. Still, this sorta goblin wouldn't be the kinda thing you want as a resident unless there were labours that were considered cruel, like the ones SixOfSpades mentioned a while ago.

Mockery being considered cruel would certainly make life for these goblins easier, though I don't think it should have as big of an effect as the aforementioned puppy mutilation/"cruel" labours. Linking it to the cruelty personality facet also makes sense, more merciful creatures could prefer flattery/passive responses, and more cruel ones could prefer mockery/dismissal. Are those kind of preferences a thing already? Obviously not including mockery (yet).

There is a big difference between goblins simply being more cruel on average than dwarves and them having an inherent need to hurt actual people as part of their biological makeup, like how dwarves need to drink alcohol and humans should need sunlight.  It creates a whole moral dilemma that would not otherwise exist, is genocide against goblins acceptable because if goblins are allowed to survive they will necessarily have to hurt other beings in order to survive and stay sane?  If it is just a question of personality then having goblins about is really just the same as having a large number of cruel dwarves in one place, it is then a question of 'management' than a matter of is it right to keep anyone alive at all?

Or to put it another way, if goblins are cruel simply as an fact initial average personality it is simply a question of setting up a social system to 'make goblins nicer'.  If goblins need actual cruelty to survive however then we are in big ethical trouble, we are forced to indulge the goblins characteristics by virtue of the fact they exist. 

In DF terms, andesite is plagioclase, while orthoclase and microcline are non-plagioclase. Minerals.com and other specialist sites have that kind of detailed info too, of course, but Wikipedia has it all in one place, which is invaluable if you have to bounce around all the different subjects that DF touches on (and in the Suggestions forum, that spectrum is even wider). Wikipedia also covers its subjects in more than enough detail than I've ever really needed, so I for one feel that the minute risk of hostile editing is well worth the convenience.

I was not aware the topic of this thread was either minerals or wikipedia.  To clarify certain things, I am not against wikipedia and not overly bothered by it's ability of most articles to be edited by most people, if anything the problem is not that too many people get to edit wikipedia but that only a rather narrow sliver of people actually do so.  The only problem is when certain things or ideas are so unpopular with the people that edit Wikipedia and indeed often with the wider society that we end up with core pages edited into basically highly detailed statements demonizing and ridiculing something, but that is the exception not the norm.  In those case I would rather it worked that people added a link to another page for "Criticism of X" and keep the actual description of the things they don't like simple rather than edit the page into a highly detailed explanation as to why this is stupid/wrong/evil.  I won't be provided a list of links for examples of said pages, because a lot of those things are indeed wrong/stupid/evil and people might conclude I approve of them if I chose to link to any particular ones. 

What I am against is not wikipedia but simply the way certain people use wikipedia.  Those are people whose minds remain trapped inside a box created by their belief that wikipedia has all knowledge and insights that they have any right to have and automatically dismissing anything that is not written in wikipedia; but this problem is one of encyclopedias in general.  This is however a mere subset and indeed possibly not as bad as the general intellectual authoritarianism of the people that believe in 'experts'.  The kind of people that refuse to think about anything you say unless you waste time hunting down some professor that agrees with you and link to them.  It gets worse when those people are themselves very stupid/wrong/evil and yet come bearing a long list of distinguished professors/intellectuals that are as stupid/wrong/evil as themselves about the given subject (not necessarily in general).

I never implied that ultraviolet-blocking glass would be between the flower and the bee, merely between the flower and the sun. UV light can't bounce off the flower & hit the bee if the UV light can't reach the flower at all.

But in a small area can they not find the flowers by scent?  Outside of the greenhouse it does not matter, the problem I understood was them realizing the flowers were *in* the greenhouse in the first from outside, I would guess that along as the greenhouse itself is too small for them to have any problem finding flowers by scent or by their non-UV sight there would not be a problem. 

On the topic of the dummy creature, it's a nice concept, but I was under the impression that being biologically dependant on cruelty wouldn't be tied to an action, but rather the psychological effects of doing said action to a living thing, savouring it's suffering, and the hormones released by such amoral behaviour.
Yeah, that's what I was going for. A dummy "creature" to attack might satisfy some psychological need, but hardly any physical ones. Now, if some goblin civ (or subset thereof) was randomly predisposed to be noticeably less cruel than the goblin mean, then they might consciously seek out less traumatic outlets for their emotions, so theoretically some torture dummies and participating in high-impact but non-lethal bloodsports like boxing (padded gloves) might just be enough for them.

What do you mean by physical need?  How exactly could hurting other being be a physical need?
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 05, 2018, 09:41:31 am
SixOfSpades, yeah I said to include undead cause, IRL, IIRC, ants don't feel pain, but it's still cruel to pluck their legs off to watch them squirm.

I didn't really think about anti-harassment and anti-discrimination laws, but yeah they fit the bill for illegal mockery, though you'd have to track a few more things for those, specifically, the frequency for harassment, and the subject for discrimination.

GoblinCookie, I reckon the cruel personality approach is the way to go, cause not only would that make some goblins capable of functioning outside of their own society, but also it makes it so it's not only goblins who act seemingly needlessly cruel, which might work pretty well with villains stuff, add a little variety to things.

As a side note, the more merciful goblins that left goblin society sound like the kinda people who would need protecting from discrimination by the more cruel and xenophobic members of the races they moved in with.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 06, 2018, 03:43:10 pm
. . . a table by a wall is going to be the only victim of any attack, whatever the table is made of and whatever the wall is made of. That's DF...
Seriously? That's all tantruming dwarves do now, break tables? It's clearly been quite a while since I witnessed a tantrum.


. . . is genocide against goblins acceptable because if goblins are allowed to survive they will necessarily have to hurt other beings in order to survive and stay sane?
Other beings, yes, but not necessarily other races. An isolated goblin civ could happily keep itself occupied with gang wars and other forms of infighting. Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.

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Or to put it another way, if goblins are cruel simply as an fact initial average personality it is simply a question of setting up a social system to 'make goblins nicer'.  If goblins need actual cruelty to survive however then we are in big ethical trouble, we are forced to indulge the goblins characteristics by virtue of the fact they exist.
I don't think that the player should be able to really influence the cruelty levels of goblins. Assuming that goblins have a species-wide range of values into which the Cruelty levels of individual goblins must fall, then any goblins that can peaceably cohabit in a dwarf fort are very likely already near the minimum Cruelty possible, and further attempts to lower it would prove fruitless. All the player could do is provide/encourage outlets for their cruelty that are more acceptable to the player, or (threaten to) expel them from the fort entirely.
And I think ethical dilemmas arising from the personal needs of little lowercase 'g's running around are pretty cool, actually.

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What I am against is not wikipedia but simply the way certain people use wikipedia.  Those are people whose minds remain trapped inside a box created by their belief that wikipedia has all knowledge and insights that they have any right to have and automatically dismissing anything that is not written in wikipedia; but this problem is one of encyclopedias in general.
To say nothing of what happens when you replace the word "wikipedia" in that with "the Bible", or any other set of religious teachings. As for myself, I freely acknowledge that Wikipedia is not the be-all, end-all of human information-gathering, there are other sources that can be far more insightful, far-reaching, and comprehensive in their various respective subjects. I simply recognize that Wikipedia fills 99% of all needs, is unlikely to be wrong, acknowledges controversy & opposing viewpoints when such exist, and also lists its own sources for further verification. So far as any individual point on Wikipedia stands unchallenged by any person or publication of authority, it is by far the best use of my time to assume that Wikipedia is both thorough and correct. And yes, I too hope this is the end of the Wikipedia diversion.

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I never implied that ultraviolet-blocking glass would be between the flower and the bee, merely between the flower and the sun. UV light can't bounce off the flower & hit the bee if the UV light can't reach the flower at all.
But in a small area can they not find the flowers by scent?  Outside of the greenhouse it does not matter, the problem I understood was them realizing the flowers were *in* the greenhouse in the first from outside, I would guess that along as the greenhouse itself is too small for them to have any problem finding flowers by scent or by their non-UV sight there would not be a problem.
Hm. I was picturing a "greenhouse" large enough for the farm plot(s), beehive(s), and space for surface-dwellers to congregate & socialize, because presumably you'd want to protect all from them from Evil weather, or at least flyers. But regardless, yes, bees most likely could still find the flowers, just not as well, which is why I initially said "Without UV light, pollination would be less successful, and some aboveground crops more scarce", I didn't say pollination or crop production would drop off completely.

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A dummy "creature" to attack might satisfy some psychological need, but hardly any physical ones.
What do you mean by physical need?  How exactly could hurting other being be a physical need?
Well, this is still under the supposition that goblins have some biochemical hormone/neurotransmitter/whatever that is only released while they're in the emotional state produced when they are actively inflicting suffering or death upon another being. Since its release is dependent on the goblin's emotions, a "dummy" creature to attack can work in only two ways: Either it is realistic enough to actually fool the goblin into thinking that he's harming another creature (unlikely to work, as goblins are quite intelligent), or the goblin mentally projects another (possibly specific) creature onto the dummy, in much the same way as one might fantasize about punching one's boss or mother-in-law while working a speed bag.


SixOfSpades, yeah I said to include undead cause, IRL, IIRC, ants don't feel pain, but it's still cruel to pluck their legs off to watch them squirm.
True, and a lot of that very likely depends on the projecting that I just mentioned; It's horrible to do to an ant because it'd be horrible if someone did it to you. So maybe goblins could also get their kicks by "torturing" and mocking the "suffering" of the undead, and outright destroying them need not be a necessity.

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I didn't really think about anti-harassment and anti-discrimination laws, but yeah they fit the bill for illegal mockery, though you'd have to track a few more things for those, specifically, the frequency for harassment, and the subject for discrimination.
Yeah, I figure it would depend on the society's values, and the player's choices. If an elf or goblin gets harassed, maybe they'll petition the mayor to make it stop, and maybe the mayor will agree, if some citizens ignore the edict maybe they'll get punished. Etc.

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I reckon the cruel personality approach is the way to go, cause not only would that make some goblins capable of functioning outside of their own society, but also it makes it so it's not only goblins who act seemingly needlessly cruel, which might work pretty well with villains stuff, add a little variety to things.
Agreed.
Title: Re: Dwarven Social Lives
Post by: Starver on July 06, 2018, 04:05:55 pm
. . . a table by a wall is going to be the only victim of any attack, whatever the table is made of and whatever the wall is made of. That's DF...
Seriously? That's all tantruming dwarves do now, break tables? It's clearly been quite a while since I witnessed a tantrum.
They target furniture/furnishings, workshops and buildings (much apart from causing personal arm on others, and pets), I think, as an 'honorary' Building Destroyer. But nothing deconstructs constructions like walls, unless a task is so designated by you. (Please someone correct me if I'm wrong/out of date/never was right about this.)

I'm not sure if you misread my message (or I miswrote it), but I was trying to say that with a table by a wall, only the table was vulnerable. Even if it was a slade table with lead decorations or a featherwood wall. Materially, glass walls just aren't breakable because no wall is breakable. Which is not to say that the table will definitely succumb (a nearby workshop could be interfered with, a statue toppled, and I think an open floodgate delinked from its lever) just that only the table (of this small subset of candidates) could.

(Unless I'm wrong, in which case I'm wrong. And I await correction. It's a socially accaptable thing to do.)
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 07, 2018, 07:00:59 am
Other beings, yes, but not necessarily other races. An isolated goblin civ could happily keep itself occupied with gang wars and other forms of infighting. Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.

Yes, but if the only victims that are available are other goblins, the goblin civilization will presumably end up wiping itself out.  Goblins that *need* to be cruel in order to function as opposed to ones that simply tend to be cruel but no ill effects will occur if they are prevented from being so are a quite different game.  There we are pretty much in a predator/prey situation in which the goblins need other beings to suffer in order so they can maintain their internal order and prevent societal collapse.  Harmless isolation really isn't a viable option for that kind of goblin. 

I don't think that the player should be able to really influence the cruelty levels of goblins. Assuming that goblins have a species-wide range of values into which the Cruelty levels of individual goblins must fall, then any goblins that can peaceably cohabit in a dwarf fort are very likely already near the minimum Cruelty possible, and further attempts to lower it would prove fruitless. All the player could do is provide/encourage outlets for their cruelty that are more acceptable to the player, or (threaten to) expel them from the fort entirely.
And I think ethical dilemmas arising from the personal needs of little lowercase 'g's running around are pretty cool, actually.

I though the apostrophe around 'make goblins nicer' would get the point across.  I was not talking about changing the actual personality of the goblins, I was talking about us simply changing their external behavior so that they behave nicer, at least when it matters.  If we actually have to provide actual sentient creatures to torment in order to meet their cruelty quota so that they can function and further cruelty can be controlled, this creates a very disturbing ethical dilemma indeed; one that puts the world very much towards the dark side of the planned badness slider and which the inhabitants of the world will have to take into account. 

To say nothing of what happens when you replace the word "wikipedia" in that with "the Bible", or any other set of religious teachings. As for myself, I freely acknowledge that Wikipedia is not the be-all, end-all of human information-gathering, there are other sources that can be far more insightful, far-reaching, and comprehensive in their various respective subjects. I simply recognize that Wikipedia fills 99% of all needs, is unlikely to be wrong, acknowledges controversy & opposing viewpoints when such exist, and also lists its own sources for further verification. So far as any individual point on Wikipedia stands unchallenged by any person or publication of authority, it is by far the best use of my time to assume that Wikipedia is both thorough and correct. And yes, I too hope this is the end of the Wikipedia diversion.

We are broadly in agreement and as I said I am not against wikipedia, having sourced it and even edited it before.  So yes let's end this diversion and return to topic. 

Hm. I was picturing a "greenhouse" large enough for the farm plot(s), beehive(s), and space for surface-dwellers to congregate & socialize, because presumably you'd want to protect all from them from Evil weather, or at least flyers. But regardless, yes, bees most likely could still find the flowers, just not as well, which is why I initially said "Without UV light, pollination would be less successful, and some aboveground crops more scarce", I didn't say pollination or crop production would drop off completely.

We don't really need aboveground crops for anything much however.  The tricky part is getting nutrients from the surface to our underground farms (once that exists, hopefully alongside poop), but there is no need for the plants be edible in order for them to rot and provide those nutrients. 

Well, this is still under the supposition that goblins have some biochemical hormone/neurotransmitter/whatever that is only released while they're in the emotional state produced when they are actively inflicting suffering or death upon another being. Since its release is dependent on the goblin's emotions, a "dummy" creature to attack can work in only two ways: Either it is realistic enough to actually fool the goblin into thinking that he's harming another creature (unlikely to work, as goblins are quite intelligent), or the goblin mentally projects another (possibly specific) creature onto the dummy, in much the same way as one might fantasize about punching one's boss or mother-in-law while working a speed bag.

Then it is a psychological need then?  I think what you are trying to say is the difference between the need being controlled by the general personality facet and a specific demand-slider like thirst or hunger; though in this case this is an imaginary need rather than a real one.  Imaginary needs tend in real-life not to exist inherently but instead to be acquired addictions, so really the situation is most analogous to the smoker's need to smoke or the alcoholic's need to drink.  So we are basically talking about an addiction which is inherent to the creature, nothing factually bad will happen to the goblin if it does not hurt other beings but yet it's brain is thoroughly convinced that it will. 

I don't think however that the effectiveness of the dummy creature (or maybe a zombie, although zombies inability to suffer is not a certain fact) would have anything to do with it's intelligence.  After-all in real-life beings are quite easily fooled into emotionally responding to mere images, while all the time knowing rationally they they are not real.  That is after-all what the majority of computer games, all films and not to mention pornography depend upon.  If goblins need to feeling of being cruel to other beings, it should work to simply have them be cruel to the appearance of a being, because emotionally they will feel the same way as if they harmed an actual being. 

Emotion is pre-rational. 
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 10, 2018, 04:06:25 am
Materially, glass walls just aren't breakable because no wall is breakable.
Or meltable, or burnable, etc., gotcha. So, another reference to the "enhanced realism" of the future digging mechanics.


An isolated goblin civ could happily keep itself occupied with gang wars and other forms of infighting. Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.
Yes, but if the only victims that are available are other goblins, the goblin civilization will presumably end up wiping itself out.
Well, if the only way they know how to be cruel is to kill each other, then yeah, that's obviously counterproductive. But there's no shortage of nonlethal forms of suffering: Slavery, gratuitous corporal punishment, torture, rape, starvation, psychological trauma, etc. Goblin societies could make one, more, or even all of these mainstays of their culture, and still technically thrive. Hence why I compared them to an abusive parent--yeah, you can live in that kind of environment, but no sane person would want to.

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Then it [goblin cruelty] is a psychological need then?  I think what you are trying to say is the difference between the need being controlled by the general personality facet and a specific demand-slider like thirst or hunger; though in this case this is an imaginary need rather than a real one.
I should clarify some terms. Rather than the blanket "physical vs. psychological need", I'd like to discuss it in terms of physical vs. psychological causes, and physical vs. psychological effects. To move from goblins to dwarves for a moment, we can see that the effects from their suffering alcohol withdrawal are both physical (slower movement rate & worse coordination) and mental (unhappy thoughts from having no liquor). But whether these effects are have a root cause that is physical (some chemical present in the booze, possibly the ethanol itself) or psychological (the mental state of drunkenness) is rather unclear.
As inflicting cruelty introduces no material element into one's system, it's clear that the cause of this need-fulfillment is purely psychological rather than physical. (But that doesn't necessarily mean that it's an acquired addiction, indeed I was thinking of all of these as unavoidable, biological needs, just like dwarves & their alcohol.) As to what the effects of cruelty withdrawal might be, I've deliberately left that up in the air. It might be something as simple as repeated, strong, unhappy thoughts, which could theoretically be counterbalanced by giving your goblin residents good meals & nice furniture. Or it might be something more insidious, like making goblins unable to have happy thoughts while in withdrawal: No amount of pretty statues are going to assuage that, and you are going to see some goblin torture tantrums.

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Goblins that *need* to be cruel in order to function as opposed to ones that simply tend to be cruel but no ill effects will occur if they are prevented from being so are a quite different game. . . .
I was not talking about changing the actual personality of the goblins, I was talking about us simply changing their external behavior so that they behave nicer, at least when it matters. . . .
If we actually have to provide actual sentient creatures to torment in order to meet their cruelty quota so that they can function and further cruelty can be controlled, this creates a very disturbing ethical dilemma indeed;
Well, to be fair, I don't think anyone suggested that the victims had to be sentient--the only specific targets mentioned were puppies and the undead. But according to the game, goblins gotta goblin, yo: "driven to cruelty by its evil nature," and [BABYSNATCHER] and all that. As far as ethics are concerned, I'm not advocating for things like torture, or for popular goblin inclusion in dwarf fortresses. I'm just suggesting a flavor element that (apparently) is very interesting & thought-provoking, as well as being in accordance with game canon. Besides, any player who chooses to allow something as potentially volatile as goblin citizens should fully expect that action to have fitting consequences. Could this lead to such things as individual dwarf forts being deliberately made into foul hives of decidedly UNdwarfy behavior, like slavery and torture? Yes, but only though much deliberate effort on the part of the player. Would such activities be worse than what's already in the game, such as children being kidnapped into a lifetime of servitude, or night trolls mind-wiping people to be their spouses, or being digested from the inside out by a giant cave spider? Arguably not.

I also find it interesting to point out that, depending on what the effects of cruelty withdrawal might be, it could turn out that the very cruelest thing you could do to a goblin is . . . to prevent them from being cruel. How's THAT for an ethical dilemma?  ;D
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 11, 2018, 06:55:11 am
Well, if the only way they know how to be cruel is to kill each other, then yeah, that's obviously counterproductive. But there's no shortage of nonlethal forms of suffering: Slavery, gratuitous corporal punishment, torture, rape, starvation, psychological trauma, etc. Goblin societies could make one, more, or even all of these mainstays of their culture, and still technically thrive. Hence why I compared them to an abusive parent--yeah, you can live in that kind of environment, but no sane person would want to.

Here is the problem, people who you are cruel to, however you are cruel to them tend to hate you.  People who hate you will either try to kill you or they will avoid you, either outcome is ruinous to society.  It get's worse in that hatred undermines cruelty directed against you by those you hate, so goblins constantly need to get fresh victims and make new enemies, additionally the effectiveness of cruelty is undermined by the very knowledge of the existence of the cruelty-quota.  Once folks know that you have to engage in a certain fixed amount of cruelty, nobody is going to take goblin cruelty seriously anyhow, which means the effect is much reduced. 

Slavery does not really work as cruelty however.  Slavery is not an individual cruelty to which an individual can personally be responsible.  Cruelty undermines slavery also, if the slaves think their masters are just being cruel then they have no reason to take their punishments seriously.  It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves' than it is for them to simply think that they are the random designated victim because somebody has to suffer today. 

The bottom line is that a society cannot function if all it's member hate each-other.  If the society is made up solely of goblins and all goblins must be cruel to other beings to survive then this is what we are going to end up with.  At this point the odds are the whole society will simply dissolve as all it's individual members scatter to the four winds to escape from eachother.  The only way for this to work is if there are incarcerated non-goblins around in sufficient quantity that all the goblins can be nice to each-other and direct their cruelty against the non-goblins.

I should clarify some terms. Rather than the blanket "physical vs. psychological need", I'd like to discuss it in terms of physical vs. psychological causes, and physical vs. psychological effects. To move from goblins to dwarves for a moment, we can see that the effects from their suffering alcohol withdrawal are both physical (slower movement rate & worse coordination) and mental (unhappy thoughts from having no liquor). But whether these effects are have a root cause that is physical (some chemical present in the booze, possibly the ethanol itself) or psychological (the mental state of drunkenness) is rather unclear.
As inflicting cruelty introduces no material element into one's system, it's clear that the cause of this need-fulfillment is purely psychological rather than physical. (But that doesn't necessarily mean that it's an acquired addiction, indeed I was thinking of all of these as unavoidable, biological needs, just like dwarves & their alcohol.) As to what the effects of cruelty withdrawal might be, I've deliberately left that up in the air. It might be something as simple as repeated, strong, unhappy thoughts, which could theoretically be counterbalanced by giving your goblin residents good meals & nice furniture. Or it might be something more insidious, like making goblins unable to have happy thoughts while in withdrawal: No amount of pretty statues are going to assuage that, and you are going to see some goblin torture tantrums.

The effect in dwarf cases is quite physical, their metabolism slows down and they basically need alcohol in order to avoid slowing down to a crawl. 

Well, to be fair, I don't think anyone suggested that the victims had to be sentient--the only specific targets mentioned were puppies and the undead. But according to the game, goblins gotta goblin, yo: "driven to cruelty by its evil nature," and [BABYSNATCHER] and all that. As far as ethics are concerned, I'm not advocating for things like torture, or for popular goblin inclusion in dwarf fortresses. I'm just suggesting a flavor element that (apparently) is very interesting & thought-provoking, as well as being in accordance with game canon. Besides, any player who chooses to allow something as potentially volatile as goblin citizens should fully expect that action to have fitting consequences. Could this lead to such things as individual dwarf forts being deliberately made into foul hives of decidedly UNdwarfy behavior, like slavery and torture? Yes, but only though much deliberate effort on the part of the player. Would such activities be worse than what's already in the game, such as children being kidnapped into a lifetime of servitude, or night trolls mind-wiping people to be their spouses, or being digested from the inside out by a giant cave spider? Arguably not.

I also find it interesting to point out that, depending on what the effects of cruelty withdrawal might be, it could turn out that the very cruelest thing you could do to a goblin is . . . to prevent them from being cruel. How's THAT for an ethical dilemma?  ;D

It is a lot, lot worse than anything that presently exists in the game.  The closest thing to goblins with cruelty-quotas is actually vampires, but vampires are a predator within an existing civilization and it is a basically simply thing to eliminate them once they are found, they do not carry any ethical status.  Goblins on the other hand are supposed to be a whole civilization that can exist independently, except the only way from them now do so is if they have other enslaved beings to torture, or else they will turn on each-other and their society will dissipate. 

So there we have it, a potential moral requirement to commit genocide, similar to that which exists against vampires, except vampires are individuals and not a people.  That is why I reckon that cruelty-quota goblins, as opposed to merely goblins that *are* cruel puts you pretty much on the darkest end of the world badness slider.  It works as an idea, provided they start with a suitable population of non-goblins to torture, however it is a very bad thing.  "You must murder thousands of sapient beings because their very continued existence require other beings to be made to suffer and even they have no choice about this," is a pretty horrid situation.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 11, 2018, 11:03:39 am
People who hate you will either try to kill you or they will avoid you, either outcome is ruinous to society.  It get's worse in that hatred undermines cruelty directed against you by those you hate, so goblins constantly need to get fresh victims and make new enemies
Or, they can keep their existing victims and enemies, and let them retaliate & get revenge as they wish. Some vendettas will succeed, some will fail, some will backfire. As long as fatal attacks are uncommon, society continues to function, in fact it reinforces a social order with the strongest on top & the weakest at the bottom. It works for most savage forms of wildlife. It works for bullies, it works for assholes. It works for fascist & totalitarian governments. Fictionally, it works for Orcs, Klingons & Dothraki. Why shouldn't it work for goblins?
In addition, there could very easily be a vast range of animals that goblins (even the weakest ones) could safely abuse. Livestock, "pets", mounts, game, vermin.

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. . . the effectiveness of cruelty is undermined by the very knowledge of the existence of the cruelty-quota.  Once folks know that you have to engage in a certain fixed amount of cruelty, nobody is going to take goblin cruelty seriously anyhow, which means the effect is much reduced.
As you yourself just said, emotion is pre-rational. If some guy is literally searing your flesh with a branding iron, you're not going to consider his point of view and give him the benefit of the doubt, you're going to HATE the motherfucker. Reactional empathy could occur in far more minor altercations, like when somebody rudely bumps you out of their way or is verbally abusive, but even then it'd be unlikely and difficult if the entire fabric of one's society (not to mention biology) is against it.

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Slavery is not an individual cruelty to which an individual can personally be responsible.  Cruelty undermines slavery also, if the slaves think their masters are just being cruel then they have no reason to take their punishments seriously.  It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves' than it is for them to simply think that they are the random designated victim because somebody has to suffer today.
I understand that black people in England do not have quite the same gut reaction to the word "slavery" that American blacks do. Even so, I am pleased to imagine you going up to one or more of them, and reading out what I just quoted. I am sure their response would be far more eloquent than mine.

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. . . we can see that the effects from their suffering alcohol withdrawal are both physical (slower movement rate & worse coordination) and mental (unhappy thoughts from having no liquor).
The effect in dwarf cases is quite physical, their metabolism slows down and they basically need alcohol in order to avoid slowing down to a crawl.
As I said, it's physical and psychological, although granted that the physical side is arguably more serious. The bad thoughts from alcohol withdrawal alone are not enough to send a dwarf into melancholy or whatever, but in combination with other factors they could certainly tip the balance.

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So there we have it, a potential moral requirement to commit genocide, similar to that which exists against vampires, except vampires are individuals and not a people.  That is why I reckon that cruelty-quota goblins, as opposed to merely goblins that *are* cruel puts you pretty much on the darkest end of the world badness slider.  It works as an idea, provided they start with a suitable population of non-goblins to torture, however it is a very bad thing.  "You must murder thousands of sapient beings because their very continued existence require other beings to be made to suffer and even they have no choice about this," is a pretty horrid situation.
I see your point, though I doubt it's so extreme. I could just as easily argue that it's certainly justified to take appropriate punitive measures against a goblin civ that has attacked either your own nation or a weaker neighbor, but it's morally wrong to seek to forcibly impose one's own values upon another culture, especially when they're simply acting in accordance with their own biological imperatives. After all, we don't declare war on Muslim countries because they're extremely repressive of women's rights and practice child marriage. (Americans do it because our military-industrial complex profits from endless war, but that's beside the point.)
Yes, a player could use this hypothetical goblin hard-wiring to justify a crusade, but that's a) the player's choice, and b) an enhancement of overall game flavor. Even more relevant, my suggestion would make no overt change to actual goblin behavior, but merely provide a reason behind it. (Edit: I've never had a goblin resident, I'm just assuming that their basic underlying nature wouldn't really change that much than from when they are openly hostile invaders.)

What I find a little chilling is how you're painting the idea of a biologically-cruel goblin society as basically the Worst Thing Ever, and I'm mollifying you largely by demonstrating that it's not that different from how humans behave in real life.

On another note, what the heck does everyone ELSE think of this? I get the impression that other users are seeing that the conversation is just between GoblinCookie & SixOfSpades again, and assuming that we must be bitching at each other. HELLO! We're actually having an interesting discussion over here! Come share your opinions! Admittedly, the conversation is no longer about Dwarven Social Lives, but that line of discourse appears to have petered out anyway, at least for now.
Title: Re: Dwarven Social Lives
Post by: scourge728 on July 11, 2018, 11:57:53 am
I've been reading, I just don't have much to add, other than that I feel like the goblins ARE cruel rather than NEED to be cruel is more interesting to me since you can add things like, "This goblin tribe is trying to escape their nature and be kind" while if it's goblins NEED to be cruel they would suffer horribly from trying to do that and possibly die, or at least probably get murdered way more easily by the goblins who aren't suffering from cruelness related penalties, and having them try to be kind also gives a reason for them to be allowed into forts and for them NOT to be genocided (since a creature who needs to be cruel to others seems like the kind of creature you try to get rid of as soon as it stops targeting your enemies) it also makes it so more races would be likely to attempt to ally with them against other, crueler goblins)
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 12, 2018, 07:51:27 am
Or, they can keep their existing victims and enemies, and let them retaliate & get revenge as they wish. Some vendettas will succeed, some will fail, some will backfire. As long as fatal attacks are uncommon, society continues to function, in fact it reinforces a social order with the strongest on top & the weakest at the bottom. It works for most savage forms of wildlife. It works for bullies, it works for assholes. It works for fascist & totalitarian governments. Fictionally, it works for Orcs, Klingons & Dothraki. Why shouldn't it work for goblins?
In addition, there could very easily be a vast range of animals that goblins (even the weakest ones) could safely abuse. Livestock, "pets", mounts, game, vermin.

Well firstly the won't be uncommon and secondly it does not matter.  The issue you are not understanding is that is everybody wants to avoid each-other as much as possible, then society will collapse just as readily as it would collapse if everybody killed eachother.  The strongest rule might sometimes work, but it works because the people who are not the strongest actually cooperate and get on with whatever needs doing while the strongest strut about being the strongest.  In your goblin setup however, all the subordinate goblins ALSO need to be cruel to each-other and they cannot get away with being cruel to the boss goblins; if everyone can torture animals then there is no reason for all the boss goblins not to do so as well, so it really a step up from torturing dummies as a 'solution', though it does not really help.  The result is going to be a society where everybody hates everybody else and hence nothing gets done efficiently. 

Fictionally working is pretty much a joke concept.  Authors (and propagandists demonizing 'totalitarian regimes') frequently tend to be ignorant or indifferent to the actual workings of that which they reference.  They pick institutions or traits because of their emotional charge and aesthetic qualities, not because they have any inkling as to how that combination of traits or institutions would actually work.  This creates a whole amusing 'accidental authorship' situation in which we pit the obviously evil enslaving tyranny against the good guys and the latter wins, but that was inevitable because obviously evil enslaving tyrannies punch majorly below their weight anyway since the majority of their resources would actually be expended repressing themselves and nobody would effectively cooperate to use the remaining resources efficiently. 

In fiction orcs might be cruel and whatever, but that is not how orc society can plausibly function.  It will function because the orcs can successfully cooperate in order to raise, hunt or harvest whatever it is that orcs actually eat (a common thing not detailed by authors) and to make weapons/armour for the all-conquering horde.  Since the traits they are given are antisocial, it is pretty much the case that orc society functions despite it's members traits rather than because of them.  If orcs were nicer, that would actually make them far more of a threat since it would make their society more functional (I suppose that could be what baby-snatching is about). 

As you yourself just said, emotion is pre-rational. If some guy is literally searing your flesh with a branding iron, you're not going to consider his point of view and give him the benefit of the doubt, you're going to HATE the motherfucker. Reactional empathy could occur in far more minor altercations, like when somebody rudely bumps you out of their way or is verbally abusive, but even then it'd be unlikely and difficult if the entire fabric of one's society (not to mention biology) is against it.

Exactly, you now have to up the ante, which increases the costs of the cruelty, since you are now having to inflict physical injuries that could get infected and kill your victims, as opposed to simply insulting them.  In time even that stops working, folks get used to a certain level of pain and we end up constantly needing even more pain to cause them to actually suffer. 

I understand that black people in England do not have quite the same gut reaction to the word "slavery" that American blacks do. Even so, I am pleased to imagine you going up to one or more of them, and reading out what I just quoted. I am sure their response would be far more eloquent than mine.

The connection between slavery and blackness is an entirely accidental one Six of Spades.  ::)

I don't actually see a response relevant to anything I said about slavery.

As I said, it's physical and psychological, although granted that the physical side is arguably more serious. The bad thoughts from alcohol withdrawal alone are not enough to send a dwarf into melancholy or whatever, but in combination with other factors they could certainly tip the balance.

The bad thoughts from alcohol withdrawal are the result of [IMMODERATION], they have nothing specifically to do with dwarves. 

I see your point, though I doubt it's so extreme. I could just as easily argue that it's certainly justified to take appropriate punitive measures against a goblin civ that has attacked either your own nation or a weaker neighbor, but it's morally wrong to seek to forcibly impose one's own values upon another culture, especially when they're simply acting in accordance with their own biological imperatives. After all, we don't declare war on Muslim countries because they're extremely repressive of women's rights and practice child marriage. (Americans do it because our military-industrial complex profits from endless war, but that's beside the point.)
Yes, a player could use this hypothetical goblin hard-wiring to justify a crusade, but that's a) the player's choice, and b) an enhancement of overall game flavor. Even more relevant, my suggestion would make no overt change to actual goblin behavior, but merely provide a reason behind it. (Edit: I've never had a goblin resident, I'm just assuming that their basic underlying nature wouldn't really change that much than from when they are openly hostile invaders.)

What I find a little chilling is how you're painting the idea of a biologically-cruel goblin society as basically the Worst Thing Ever, and I'm mollifying you largely by demonstrating that it's not that different from how humans behave in real life.

You are not seriously comparing muslims to goblins?  Well then, the key difference here is that it is possible for muslims to change, they are capable of becoming less repressive over time, which means that peaceful means of persuasion are capable of rectifying the evils of muslim countries and indeed it is quite possible for this to come entirely from within the muslim countries without us having to expend any money or effort ourselves at all.  Your goblins on the other hand, they don't have a choice, they can never improve, they can never get less bad and the very functioning of their society depends upon finding an external outlet for their members cruelty-quotas, or else the hatreds engendered by it will inevitably bring about the societies demise.

Such a thing has no real-world parallel, it is a situation that does not exist.  The actual personality of these goblins is irrelevant, they *must* be cruel to other beings regardless of what they think or feel or want to do.  That being the case, to allow such beings to survive is in effect to be complicit in everything they do, genocide is arguably the only moral outcome for them as their very continued existence requires them to harm others.  Nobody, including themselves can ever do anything to rectify this.  How can you not realize just how uniquely horrific this situation is? 

On another note, what the heck does everyone ELSE think of this? I get the impression that other users are seeing that the conversation is just between GoblinCookie & SixOfSpades again, and assuming that we must be bitching at each other. HELLO! We're actually having an interesting discussion over here! Come share your opinions! Admittedly, the conversation is no longer about Dwarven Social Lives, but that line of discourse appears to have petered out anyway, at least for now.

It's still about social lives in general. ;) Plus we could discuss how cruel dwarves (and resident goblins) would specifically behave.
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 12, 2018, 10:53:56 am
I thought the bad thoughts were because of Alcohol_dependent?
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 13, 2018, 07:09:51 am
I thought the bad thoughts were because of Alcohol_dependent?

Nope, alcohol dependent simply means bad things happen if you don't drink alcohol.  If you play a dwarf with less than 50 immoderation you will find that he does not have a need to drink alcohol, which is an advantage since alcohol is scarce in present adventure mode, as only human and dwarf taverns have it in stock. 
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 13, 2018, 11:09:11 am
Internet's been down for a while, just came back up today.

I'd say I agree with GoblinCookie on one subject; I'd prefer goblins to be prone to a cruel personality, perhaps with a focus-based "need" for that, rather than the entire race being biologically dependent on it. I don't think their society would collapse if they were biologically dependent, because animal cruelty is still cruelty, especially since in goblin society, trolls are considered animals despite being slow-learning sentients. There are 2 reasons I'd prefer the focus-based "need" due to cruel personality as opposed to a biological need:

1) Part of the threat that comes from goblins is the fact that they have no physical needs, add in a physical needs to be cruel and they're actually less threatening, since locking them outside when they siege will lead to fights with wildlife and/or each other, weakening them overall. Focus-based needs still have this issue, but it won't apply to all goblins, just most of them, and it'd likely be overall less severe since some would likely be content hurling insults at the cowardly dwarves that won't face them.

2) As previously mentioned, personality-specific rather than race-specific cruelty needs means some goblins can play nice and function in non-goblin society, and some dwarves/elves/humans can be seemingly unnecessarily cruel, meaning more villain variety.

We are getting a little off topic, but at least personalities, biologically forced or not, are pretty directly related to social lives.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 13, 2018, 09:32:25 pm
At least it's not GC and SOS bitching at each other.
Title: Re: Dwarven Social Lives
Post by: scourge728 on July 13, 2018, 10:19:35 pm
That does seem to happen fairly often
Title: Re: Dwarven Social Lives
Post by: Bumber on July 13, 2018, 11:26:02 pm
I think it's important to remember here that goblins are ruled by actual demons from hell. Goblins suffer not hunger, nor thirst, nor old age. The only way a goblin dies is violently. There's nothing else to keep their population in check.

Anything their society needs, they take from others. They are at a constant state of war. If their infighting causes failure, the overlord will make a brutal example of them. Thus they prefer to turn their cruelty towards their opponents and slaves. The slaves will put up with beatings if the alternative is being flayed alive.

Goblins are not supposed to be misguided creatures you can simply re-educate to become regular members of society. They need an outlet for their cruelty, even if personality shift causes them to hate themselves for it. That means kicking puppies, pulling limbs off vermin, reciting morbid poetry, and finding employment as a soldier, hunter, or butcher.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 14, 2018, 12:14:33 am
Maybe goblins should intentionally target limbs in combat to cause the most pain by breaking bones.
Title: Re: Dwarven Social Lives
Post by: Bumber on July 14, 2018, 12:36:26 am
Maybe goblins should intentionally target limbs in combat to cause the most pain by breaking bones.
It explains the scourges and whips, too.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 14, 2018, 05:56:26 am
I feel like the goblins ARE cruel rather than NEED to be cruel is more interesting to me since you can add things like, "This goblin tribe is trying to escape their nature and be kind" while if it's goblins NEED to be cruel they would suffer horribly from trying to do that . . .
Agreed, for the most part, as the flexibility allows greater diversity, which I've always supported. Although, even if cruelty were an actual biological imperative for goblins, they could still practice moderation by limiting themselves to more acceptable forms of cruelty, as previously mentioned.

I'd say I agree with GoblinCookie on one subject; I'd prefer goblins to be prone to a cruel personality, perhaps with a focus-based "need" for that, rather than the entire race being biologically dependent on it.
I was trying to be balanced and give each race a fairly exact parallel to dwarven alcohol; since dwarven booze is both physical ([ALCOHOL_DEPENDENT]) and mental ("unfocused after being kept from alcohol"), I was trying to entertain both possibilities for goblins as well--although I also agree that a physical, biological requirement to be cruel doesn't make much sense.


Or, they can keep their existing victims and enemies, and let them retaliate & get revenge as they wish. . . . As long as fatal attacks are uncommon, society continues to function, in fact it reinforces a social order with the strongest on top & the weakest at the bottom.
Well firstly the [fatal attacks] won't be uncommon and secondly it does not matter.  The issue you are not understanding is that is everybody wants to avoid each-other as much as possible, then society will collapse just as readily as it would collapse if everybody killed eachother.
You're placing yourself at a disadvantage arguing in this way: You imagine one situation and assume that that's the only way it could be, while all I have to do is provide one plausible counterexample. For instance, a goblin society could be arranged into strata, or castes, or gangs, and each group tries to shield its own members from murderous attacks from outside the group. The only (socially acceptable) way to kill a fellow goblin citizen (i.e., not a convicted criminal) could be to publicly call him out for a duel. Let's put the goblin who got branded into this scenario: If he wants revenge on the goblin who branded him, he can either
a) Try to murder the dude--if he succeeds, he'll probably get off scot-free, but if he fails, the dude's gang will pummel him without mercy, and probably brand him again.
b) Fight him in a duel--except that the branding dude clearly isn't afraid of pissing people off, OR of being challenged, so the branding victim doesn't have the best odds. This goes double if the brander was acting in his official capacity of government torturer.
c) Get payback via some other, less lethal but more creative, method.
Alternatively,
d) The branding victim could work out his aggressions on less threatening targets, while nursing a grudge against the brander until the end of his days.
Both options b and d reinforce the social pecking order, and neither a nor c work against it. Nor does this imagined setup require anyone to be antisocial. Yes, it does suggest the possibility of inter-caste enmity flaring up into full gang warfare, but One, that tastes just about right for goblins, and Two, any decent goblin war leader would quell/prevent such gang violence by sending in other gangs to flagellate the survivors.

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The result is going to be a society where everybody hates everybody else and hence nothing gets done efficiently.
Precisely. That's pretty much what goblins do.

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In fiction orcs might be cruel and whatever, but that is not how orc society can plausibly function. . . . If orcs were nicer, that would actually make them far more of a threat since it would make their society more functional (I suppose that could be what baby-snatching is about).
It is true, every time we are allowed to observe Tolkien's orcs (or Uruk-Hai) closely, there is orc-on-orc killing, although in each case there's a valid enough reason for it, especially in the instance of the Uruk-Hai, who kill a few troublemaking Moria goblins in order to enforce unity and strong leadership. But on the whole, I largely agree that they (and DF goblins) would be more of a threat if they cooperated to a greater extent, which is why I suggested that personal grudges should preferably be settled by non-lethal means.

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In time even that stops working, folks get used to a certain level of pain and we end up constantly needing even more pain to cause them to actually suffer.
That's actually little more than wishful thinking. Empirical studies on torture are of course difficult to come by, but some researchers believe that repeated pain exposure actually increases pain sensitivity.

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The connection between slavery and blackness is an entirely accidental one Six of Spades.  ::)
I don't actually see a response relevant to anything I said about slavery.
Sorry, I was a bit blindsided by that rather breathtaking display of naivete. I apologize that my first reaction was to warn you that expressing those views in public could constitute a threat to your personal safety. As for what you actually said . . .
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Slavery does not really work as cruelty however.  Slavery is not an individual cruelty to which an individual can personally be responsible.  Cruelty undermines slavery also, if the slaves think their masters are just being cruel then they have no reason to take their punishments seriously.  It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves' than it is for them to simply think that they are the random designated victim because somebody has to suffer today.
Um, nope, that's still bullshit. Slavery is obviously cruel, as it denies fundamental human rights. Individuals who restrain, imprison, overwork, hunt, torture, or otherwise abuse a slave can (and should) definitely be held personally responsible. And who the hell is not going to "take it seriously" after being flogged? Saying that they work for a "nice Massuh, good Massuh" makes the master feel better, not the slave. Crack open another history book, and go get yourself some damn sensitivity training.

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You are not seriously comparing muslims to goblins?
No, I was using them as a counterexample to your suggestion that innate goblin cruelty would present dwarves/humans/elves with "a potential moral requirement to commit genocide". I said that most Muslim nations typically deny the basic right of self-governance to over half of their population, which most Western cultures consider appalling--and yet despite that, Westerners do not make war upon the Muslim countries to spread their culture by force, instead they generally prefer to live and let live. By the same token, a naturally-cruel goblin race would hardly present the player with an ultimatum that "you must murder thousands of sapient beings", etc.

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Well then, the key difference here is that it is possible for muslims to change, they are capable of becoming less repressive over time, . . . Your goblins on the other hand, they don't have a choice, they can never improve, they can never get less bad
Yes, except for my repeated mentions of more acceptable (even constructive) outlets for their cruelty, and more mild-mannered goblins (including entire societies of them) who intentionally try to keep their desires in check.

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That being the case, to allow such beings to survive is in effect to be complicit in everything they do, genocide is arguably the only moral outcome for them as their very continued existence requires them to harm others.  Nobody, including themselves can ever do anything to rectify this.  How can you not realize just how uniquely horrific this situation is?
The horror exists only in one's own imagination. Yours may be more horrific than mine. But as I said before, goblins are already cruel, already evil, already torture for fun. It's their nature. The only real change that I'm suggesting is to tell the player why they're that way.


As previously mentioned, personality-specific rather than race-specific cruelty needs means some goblins can play nice and function in non-goblin society, and some dwarves/elves/humans can be seemingly unnecessarily cruel, meaning more villain variety.
Good call.


Goblins are not supposed to be misguided creatures you can simply re-educate to become regular members of society. They need an outlet for their cruelty, even if personality shift causes them to hate themselves for it.
"What is better - to be born good, or to overcome your evil nature through great effort?" - Paarthurnax
Not that I'm suggesting goblins should try to actually become good, more like simply gain self-control over their impulses. But overall, I'm in favor of anything that makes a good story. And I'd upvote your entire post if I could.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 14, 2018, 07:29:28 am
You're placing yourself at a disadvantage arguing in this way: You imagine one situation and assume that that's the only way it could be, while all I have to do is provide one plausible counterexample. For instance, a goblin society could be arranged into strata, or castes, or gangs, and each group tries to shield its own members from murderous attacks from outside the group. The only (socially acceptable) way to kill a fellow goblin citizen (i.e., not a convicted criminal) could be to publicly call him out for a duel. Let's put the goblin who got branded into this scenario: If he wants revenge on the goblin who branded him, he can either
a) Try to murder the dude--if he succeeds, he'll probably get off scot-free, but if he fails, the dude's gang will pummel him without mercy, and probably brand him again.
b) Fight him in a duel--except that the branding dude clearly isn't afraid of pissing people off, OR of being challenged, so the branding victim doesn't have the best odds. This goes double if the brander was acting in his official capacity of government torturer.
c) Get payback via some other, less lethal but more creative, method.
Alternatively,
d) The branding victim could work out his aggressions on less threatening targets, while nursing a grudge against the brander until the end of his days.
Both options b and d reinforce the social pecking order, and neither a nor c work against it. Nor does this imagined setup require anyone to be antisocial. Yes, it does suggest the possibility of inter-caste enmity flaring up into full gang warfare, but One, that tastes just about right for goblins, and Two, any decent goblin war leader would quell/prevent such gang violence by sending in other gangs to flagellate the survivors.

All of these are elaborate systems that require organization and cooperation in order to work.  Since all goblins are constantly trying to be cruel to eachother and hence also hate eachother, there is no way to arrange for elaborate systems along the lines you are describing.  The whole society will simply fall apart because all it's members either kill or avoid eachother.

Precisely. That's pretty much what goblins do.

Goblins are supposed to be a threat, not something that simply dies out in 50 years because of natural selection 'giving it's verdict'. 

It is true, every time we are allowed to observe Tolkien's orcs (or Uruk-Hai) closely, there is orc-on-orc killing, although in each case there's a valid enough reason for it, especially in the instance of the Uruk-Hai, who kill a few troublemaking Moria goblins in order to enforce unity and strong leadership. But on the whole, I largely agree that they (and DF goblins) would be more of a threat if they cooperated to a greater extent, which is why I suggested that personal grudges should preferably be settled by non-lethal means.

There is no way to settle a hatred by non-lethal means.  They *want* to kill each-other, because of the bad things that they all did to eachother in the past. 

That's actually little more than wishful thinking. Empirical studies on torture are of course difficult to come by, but some researchers believe that repeated pain exposure actually increases pain sensitivity.

That would be a very odd conclusion that would have pain working in the opposite way to pretty much all stimulus.  The effect of stimulus in general tends to get less acute the more you are exposed to it, you get desensitized. 

Sorry, I was a bit blindsided by that rather breathtaking display of naivete. I apologize that my first reaction was to warn you that expressing those views in public could constitute a threat to your personal safety. As for what you actually said . . .

My views were simply that some slaves suffered worse from slavery than others and that slavery largely functions because of this discrepancy.  I don't see what the controversy is, nor why anyone would want to kill me for it.  Yes I do think that people's understanding of slavery is mostly based upon anti-slavery propaganda, but even so I never argued that slavery was not an evil thing.  Yet in order to understand slavery you have to think like a slaver not a slave; the nature of slavery is determined by the former. 

Um, nope, that's still bullshit. Slavery is obviously cruel, as it denies fundamental human rights. Individuals who restrain, imprison, overwork, hunt, torture, or otherwise abuse a slave can (and should) definitely be held personally responsible. And who the hell is not going to "take it seriously" after being flogged? Saying that they work for a "nice Massuh, good Massuh" makes the master feel better, not the slave. Crack open another history book, and go get yourself some damn sensitivity training.

People who are legally slaves have no fundamental human rights to deny, since no relevant law has granted them such rights; do not confuse morality with legal rights.  Yes slavery is cruel, but that cruelty is not a question of the character of individuals, it inherent to the institution itself and also to other similar institutions, the most alike being a military occupation.  I say alike because in a military occupation unlike for instance a dictatorship there is no 'internal' group that cares to maintain slavery, that is to say no slaves would fight to defend slavery if it's abolition was imminent. 

In all coercive systems, it is important to divine the dissident minority from the compliant majority and keep at all costs the minority from becoming the majority.  As a slaver your rational aim is not to indulge your arbitrary cruelty but to get your slaves to work both as much as well as they can, in order to produce the greatest quantity and quality of work and to avoid your slaves rebelling.  To this end you target your cruelty to those individuals that you can designate to be 'bad slaves' based upon some real or fictitious basis, the human ability to see patterns in randomness is your friend here. 

You are then extremely cruel towards these designated bad slaves.  This serves to set an example to the other slaves not to become bad slaves themselves and therefore to do everything that you want them to do, as well as possible.  That is as a slaver your ideal objective, to have a legion of 'good' slaves working hard to produce the best quality stuff they can using the total of their skill, simply being personally cruel is an impediment to this.  Admittedly being personally kind is also an impediment as well, but that is not what we are talking about.

The reason is that when you meet of your cruel punishments to your designated bad slaves, you want the other slaves to conclude "X is a bad slave, I will now do everything master wants as well as possible to not end up like X".  What you do not want them to conclude is "I could be next," and so it is best that you are not perceived as a cruel being that simply metes out punishments arbitrarily.  A being along the lines of your goblins is pretty much the worse slaver possible, the slaves know that the master has no choice but to punish them and will definitely conclude the 'wrong thing'.

Once all the slaves decide that they are next, they will rebel whenever you attack one of them; this is what you want to avoid happening.

No, I was using them as a counterexample to your suggestion that innate goblin cruelty would present dwarves/humans/elves with "a potential moral requirement to commit genocide". I said that most Muslim nations typically deny the basic right of self-governance to over half of their population, which most Western cultures consider appalling--and yet despite that, Westerners do not make war upon the Muslim countries to spread their culture by force, instead they generally prefer to live and let live. By the same token, a naturally-cruel goblin race would hardly present the player with an ultimatum that "you must murder thousands of sapient beings", etc.

We are both in agreement that goblins are inherently cruel.  What you however are arguing is that there should be cruelty quota, a definite amount of cruelty that a goblin must meet out in order for bad things not to happen to them. 

Yes, except for my repeated mentions of more acceptable (even constructive) outlets for their cruelty, and more mild-mannered goblins (including entire societies of them) who intentionally try to keep their desires in check.

It is not a question of their desires though?  It is a question of them being goblins and having to be cruel or bad things happen to them. 

The horror exists only in one's own imagination. Yours may be more horrific than mine. But as I said before, goblins are already cruel, already evil, already torture for fun. It's their nature. The only real change that I'm suggesting is to tell the player why they're that way.

You are responding to me telling you that you don't understand how horrific your idea is, by telling me how you don't understand how horrific the idea is. 
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 14, 2018, 10:41:06 am
I like the idea of a societal imperative as opposed to a biological one in general, with people from that society getting morose or upset if they have no chance to fill that imperative rather than slowly ceasing to function
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 15, 2018, 04:53:44 am
For instance, a goblin society could be arranged into strata, or castes, or gangs . . .
each group tries to shield its own members from murderous attacks from outside the group. . .
The only (socially acceptable) way to kill a fellow goblin citizen could be to publicly call him out for a duel. . .
All of these are elaborate systems that require organization and cooperation in order to work.  Since all goblins are constantly trying to be cruel to eachother and hence also hate eachother, there is no way to arrange for elaborate systems along the lines you are describing.  The whole society will simply fall apart because all it's members either kill or avoid eachother.
I can't decide which is my favorite model for your fallacy here. You give me so many choices.
Circular reasoning: "Without any form of social structure to constrain their violent impulses, goblins would all kill each other. And the goblins can't have any social order, because they're all dead."
Starting from the conclusion:
SixOfSpades- "Here is one possible example of a hypothetical goblin cultural system that could control its hateful tendencies."
GoblinCookie- "That could never work, because goblins are too bloodthirsty and vengeful to have a culture at all."
Thinly veiled ad hominem:
"Hmmm . . . SixOfSpades has got to be wrong about something here. I think I'll argue that his idea of goblins being innately cruel and violent would inevitably lead to their social collapse, and even extinction--never mind the fact that every portrayal of goblins and orcs ever, including DF itself, has depicted them as being cruel and violent, and yet they continue to pose a substantial threat to other races."

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There is no way to settle a hatred by non-lethal means.  They *want* to kill each-other, because of the bad things that they all did to eachother in the past.
Really? Literally every single interpersonal conflict must unavoidably end in death? Granted, if we're already at the point where one goblin is branding another, a revenge killing sounds quite understandable--but equally understandable is a revenge branding. If you truly cannot imagine any non-lethal way to resolve enmities, then either you lack imagination, or you lack the desire to examine your own ideas for weaknesses. I strongly suspect the latter.

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That would be a very odd conclusion that would have pain working in the opposite way to pretty much all stimulus.  The effect of stimulus in general tends to get less acute the more you are exposed to it, you get desensitized.
In my (admittedly casual) research, I found that most sites discussing how to improve one's pain tolerance mentioned only psychological ways of dealing with the pain, such as meditation or breathing exercises--decreasing sensitivity through repeated exposure didn't come up even once.
This segues into a related tangent, which I truly hope won't become a derail. Interestingly, the human brain does NOT remember pain: It remembers the memory of pain. A few years ago, some doctors did a study on a quite painful medical procedure (a colonoscopy), looking for a way to make it less unpleasant for the patients. At several points during the procedure, they asked the patients to rate how much pain they were feeling, and then after the procedure was complete, they asked how painful, overall, the entire process was. The researchers found, understandably, that pain was at its highest when the examination was nearly complete, when the endoscope was all the way in. But more importantly, they noticed that if the endoscope was removed and the procedure concluded at that point, while the maximum pain was still fresh in the patient's mind, the patient rated the entire colonoscopy as being very painful. But if, instead, the endoscope was almost removed, and the last few minutes of the procedure were minimally painful, the patient gave a much lower overall pain rating. We remember that we felt pain, not the pain itself. Anecdotally, when my own father had a colonoscopy, he was not given an anesthetic: he was given an amnesiac, which suggests that not being able to form memories of pain is just as conducive (if not more so) to recovery than not being able to feel the pain in the first place.
End of tangent.

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Yet in order to understand slavery you have to think like a slaver not a slave; the nature of slavery is determined by the former.
Yes, that's quite true, but then you had to immediately contradict yourself with
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. . . there is no 'internal' group that cares to maintain slavery, that is to say no slaves would fight to defend slavery if it's abolition was imminent.
Dude. Slaves would not fight to defend slavery, at ANY time. If you want to backtrack and say that you actually meant to write "slave owners", I assure you that slavers can, and would, and did, fight to defend slavery long after it'd been formally abolished.

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People who are legally slaves have no fundamental human rights to deny, since no relevant law has granted them such rights; do not confuse morality with legal rights.
Now that's just pure hypocrisy in a nutshell, telling me not to confuse legality with morality almost literally in the same breath as doing so yourself. Fundamental human rights, by definition, supersede all legal matters and are held to be inalienable regardless of legal jurisdiction. The list of Substantive Human Rights (https://en.wikipedia.org/wiki/Human_rights#Substantive_rights) has been internationally agreed to apply to all persons of all nationalities, and oh look what's the third one? FREEDOM FROM SLAVERY.

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My views were simply that some slaves suffered worse from slavery than others and that slavery largely functions because of this discrepancy.  Yes I do think that people's understanding of slavery is mostly based upon anti-slavery propaganda. . .
Facepalm. Please do not express any more views about slavery until you read at least one relevant history book. Seriously. You're just digging yourself into a deeper hole, here.

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I don't see what the controversy is, nor why anyone would want to kill me for it.
Oh, I doubt anyone would try to kill you over it . . . you might lose a couple of teeth, though.

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We are both in agreement that goblins are inherently cruel.  What you however are arguing is that there should be cruelty quota, a definite amount of cruelty that a goblin must meet out in order for bad things not to happen to them.
Good, back to talking sense. While I (intentionally) never did specify what sort of effects cruelty withdrawal might have, yes, I do think it should be "something bad", solely to enforce the idea that goblins should have to act like goblins. No matter how you slice it, no matter what ethical red flags you think it raises, goblins are and always have been "driven to cruelty by its evil nature". Now, maybe some goblins can choose to resist that nature--that's fine, it makes for diversity & a good story. But goblins will never be elves, or even dwarves, and no one should be more aware of this than the goblins themselves. So as long as creative players can find relatively low-impact outlets for goblin cruelty, any moral concerns about this proposed change are quite effectively nullified.
(Also, the word is "mete", but blame your Autocorrect and I'll believe you in advance.)

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You are responding to me telling you that you don't understand how horrific your idea is, by telling me how you don't understand how horrific the idea is.
Oh, gee. Someone who thinks that modern views of slavery are excessively colored by "anti-slavery propaganda", and who "doesn't see what the controversy is" about saying things like that, has an opinion about what is or is not horrific.


On another note, is "eachother" becoming a word in England?
Title: Re: Dwarven Social Lives
Post by: Detoxicated on July 15, 2018, 06:02:42 am
Whenever I see an argument on these forums and people raise their "voices" I see a: Urist Mc123 felt annoyed after an argument." Sometimes this becomes: Urist Mc123 has become enraged.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 15, 2018, 07:05:31 am
Whenever I see an argument on these forums and people raise their "voices" I see a: Urist Mc123 felt annoyed after an argument." Sometimes this becomes: Urist Mc123 has become enraged.
Just let them. One of them will get bored, or Toady will lock the thread.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 15, 2018, 08:28:07 am
I can't decide which is my favorite model for your fallacy here. You give me so many choices.
Circular reasoning: "Without any form of social structure to constrain their violent impulses, goblins would all kill each other. And the goblins can't have any social order, because they're all dead."
Starting from the conclusion:
SixOfSpades- "Here is one possible example of a hypothetical goblin cultural system that could control its hateful tendencies."
GoblinCookie- "That could never work, because goblins are too bloodthirsty and vengeful to have a culture at all."
Thinly veiled ad hominem:
"Hmmm . . . SixOfSpades has got to be wrong about something here. I think I'll argue that his idea of goblins being innately cruel and violent would inevitably lead to their social collapse, and even extinction--never mind the fact that every portrayal of goblins and orcs ever, including DF itself, has depicted them as being cruel and violent, and yet they continue to pose a substantial threat to other races."

A creature unable to form a viable society cannot form a viable society in order to deal with whatever it is that prevents them from being unable to form a viable society.  That is called logic, it is not a fallacy at all.  It is an example of "one cannot build a house with no bricks", beings unable to cooperate cannot cooperate in order to be able to cooperate.  If the moment the first goblins get together they immediately *have* to hurt each-other and consequently end up killing each-other due to the resulting hatred, there is no goblin society. 

Also if you weren't too angry to pay attention, you would have noticed by now that I am not arguing that goblins should not be cruel and that goblin society would not function.  I was specifically arguing only against the idea of having goblins have to inflict a given amount of cruelty in order to function.  I am only saying that a society would not function if all it's members were forced to be cruel to each-other by some biological imperative, not that creatures merely crueler than humans could not function. 

Really? Literally every single interpersonal conflict must unavoidably end in death? Granted, if we're already at the point where one goblin is branding another, a revenge killing sounds quite understandable--but equally understandable is a revenge branding. If you truly cannot imagine any non-lethal way to resolve enmities, then either you lack imagination, or you lack the desire to examine your own ideas for weaknesses. I strongly suspect the latter.

Everybody has been tormenting everyone else all their life because they are forced to do so by a biological imperative.  Everybody then wants everybody else dead, they hate each other so much that nobody is interested in anything short of their enemies deaths. 

Dude. Slaves would not fight to defend slavery, at ANY time. If you want to backtrack and say that you actually meant to write "slave owners", I assure you that slavers can, and would, and did, fight to defend slavery long after it'd been formally abolished.

That is exactly what I saying.  I am working on the basis that any regime is divided into friendly, hostile and neutral folks; the friendly oppress the hostile in order to demonstrate the costs of becoming hostile to the neutral.  The friendly are willing not only to support the regime but also to fight for it, the hostile are prepared to fight to overthrow the regime while the neutrals are not prepared to fight against the system but neither will they risk their skins for it.  Slavery as a regime has only the neutral and the hostile internal to it, the slavers are not themselves slaves so they are apart from the regime as it were. 

The friendlies have to the brought in from outside.  This is where the similarity between slavery and a military occupation comes in, the occupation forces as roughly equivalent to the slave drivers that enforce slavery.  A dictatorship aims to have as many friendlies are possible, but a military occupation aims to have as few occupying forces as necessary, the same logic applies to a system of slavery.  It does not cost anything for the dictatorship to have devoted minions that will fight for it, but it does cost a slaver or an occupying power to do so. 

Now that's just pure hypocrisy in a nutshell, telling me not to confuse legality with morality almost literally in the same breath as doing so yourself. Fundamental human rights, by definition, supersede all legal matters and are held to be inalienable regardless of legal jurisdiction. The list of Substantive Human Rights (https://en.wikipedia.org/wiki/Human_rights#Substantive_rights) has been internationally agreed to apply to all persons of all nationalities, and oh look what's the third one? FREEDOM FROM SLAVERY.

Human rights are designed to create that confusion, one might even cynically say that is their very ideological purpose.  Human rights exist in so far as the countries involved have signed a treaty committing them to respect said rights, they cannot however be applied to all nationalities and jurisdictions because to do so would require a treaty to be binding on those not signatory to it.  Since legal slavery was generally abolished before any of said treaties were signed up to, it is not correct to say that historical slavery violated any slaves human rights, because those things did not exist at the time.  Only if one was to reintroduce slavery *without* rescinding the human rights treaties you have signed up to (requires leaving the UN) then that would indeed violate the prospective slaves human rights. 

Saying that slavery is wrong because it violates the slaves right to be free from slavery is a wasted breath.  What you actually saying is simply that you consider slavery to be wrong and nothing else, the rest is simply faux-legalism.  Either you were actually talking law, in which case the above paragraph applies, or you are simply referring to the entirely ideological and abstract foundations of your personal moral code.  In the latter case the slaver can simply assert their own "human right to enslave" and reveal that the redundancy of the concepts; all there is happens to be an argument between your moral code and theirs. 

Facepalm. Please do not express any more views about slavery until you read at least one relevant history book. Seriously. You're just digging yourself into a deeper hole, here.

How do claim to know how many history books I have read?  I do actually have a history degree and have read too many history books in my lifetime that I have long since lost count.  One interesting little detail is the ability of slaves to actually buy their freedom *from* their masters.  That implies that certain slaves slavery was sufficiently benign that they were able to hold down 'second' jobs and earn revenue independently of their masters.  That I always found strange, indeed it implies that not only were the masters not working their slaves every waking hour but they were also in effect respecting the property rights of their slaves, despite presumably having no legal obligation to do so either. 

Oh, I doubt anyone would try to kill you over it . . . you might lose a couple of teeth, though.

Over what? 

Good, back to talking sense. While I (intentionally) never did specify what sort of effects cruelty withdrawal might have, yes, I do think it should be "something bad", solely to enforce the idea that goblins should have to act like goblins. No matter how you slice it, no matter what ethical red flags you think it raises, goblins are and always have been "driven to cruelty by its evil nature". Now, maybe some goblins can choose to resist that nature--that's fine, it makes for diversity & a good story. But goblins will never be elves, or even dwarves, and no one should be more aware of this than the goblins themselves. So as long as creative players can find relatively low-impact outlets for goblin cruelty, any moral concerns about this proposed change are quite effectively nullified.
(Also, the word is "mete", but blame your Autocorrect and I'll believe you in advance.)

As long as they can find relatively low-impact outlets, what do we mean by that?

Oh, gee. Someone who thinks that modern views of slavery are excessively colored by "anti-slavery propaganda", and who "doesn't see what the controversy is" about saying things like that, has an opinion about what is or is not horrific.

You really think it is realistic to assume that a bunch of civilizations that are distinguished from pretty much all historical civilizations by their hatred of slavery are going to have a 100% neutral appraisal of slavery.  As far as I can see the popular understanding of slavery is all whips and chains, it really does not do the complexity of the institution throughout history any credit at all. 

The reality of slavery for many slaves was far more boring. 

On another note, is "eachother" becoming a word in England?

It is a linguistic development I would welcome. 
Title: Re: Dwarven Social Lives
Post by: Detoxicated on July 15, 2018, 11:55:58 am
Whenever I see an argument on these forums and people raise their "voices" I see a: Urist Mc123 felt annoyed after an argument." Sometimes this becomes: Urist Mc123 has become enraged.
Just let them. One of them will get bored, or Toady will lock the thread.
I let them, i just wanted to point it out. It usually settles quite nicely.
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 15, 2018, 03:11:55 pm
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A creature unable to form a viable society cannot form a viable society in order to deal with whatever it is that prevents them from being unable to form a viable society.  That is called logic, it is not a fallacy at all.  It is an example of "one cannot build a house with no bricks", beings unable to cooperate cannot cooperate in order to be able to cooperate.  If the moment the first goblins get together they immediately *have* to hurt each-other and consequently end up killing each-other due to the resulting hatred, there is no goblin society.

Actually this a very strong argument FOR the idea that goblins "must" be cruel when you think about it.

After all, as the current game goes it is impossible for goblin civilisations to form without a literal demon raising a fortress straight from actual hell to rule them, if I'm not mistaken. So the society is not being formed by the fractious creatures that could not create a stable society, it is being created by a magical being of great power to enable it to rule over them.
And when you look at classic fantasy that's a pretty common theme. The supreme commanders of orcs/goblins are very often external beings who either created their society, brought it to prominence, or in some cases actually created the species as servants.

I still dont think goblins should have a biological imperative to be assholes, because thats un-fun, but its an interesting thought
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 16, 2018, 07:42:54 am
I can't decide which is my favorite model for your fallacy here. You give me so many choices.
Circular reasoning:
Starting from the conclusion:
Thinly veiled ad hominem:
A creature unable to form a viable society cannot form a viable society in order to deal with whatever it is that prevents them from being unable to form a viable society.
You Have Selected: Starting From The Conclusion. That's a bold move, Goblin, let's see if it pays off for him.

It is indeed a fallacy, because you base everything upon the assumption that having a racial drive to be cruel must needs cause every goblin to start bloodfeuds with their fellow goblins, to the point that culture and population centers cannot exist. You offer no hint of evidence (beyond your own feelings) to support your claim of how these goblins must unavoidably be. Of course, as the saying goes, what is asserted without evidence may be dismissed without evidence, but happily I don't even have to go that route, as it's quite simple for me to show that "alternate possibilities could exist," which was all I've been arguing for.
     Just as the other forum members have commented, I too agree that goblin cruelty would be better as a focus-based drive than a biological requirement. Yet there are creatures that DO have an absolute imperative to hurt, maim, and kill on a very regular basis: They're called carnivores, and almost all of them must kill at least once every couple of days. Granted, basic hunting does not necessarily involve any actual cruelty . . . except that it's a very common behavior for an adult predator to catch a prey animal, and bring it back to its young still alive, so that the offspring can inexpertly rip apart a critter that has already been too badly injured to defend itself. Common house cats, meanwhile, are well known for their practice of playing with their wounded prey for long periods before finally killing it, and they very often kill purely for sport. These behaviors actually go beyond the levels of cruelty that goblins are seen, or even hinted at as, doing in DF, and therefore one could quite plausibly argue that goblins are actually LESS cruel than cats. According to YOU, then, GoblinCookie, cats cannot have any kind of social organization, because they "have to hurt each other and consequently end up killing each other."
     Except of course, that that is patently false. What do we KNOW about cats? They have an innate drive to hunt, torture, and kill, even without need. They are fiercely territorial, and will defend their home turf against rival cats with tooth and claw. The more belligerent toms will frequently sport scars, torn ears, and other marks of their various battles. When on the prowl, cats almost always prefer to do so alone, and never cooperate to bring down a target animal. BUT. Their fights are only rarely fatal. That one-eyed tomcat is proof, not that he fights all the time, but that he survives those fights. Cats frequently make friends with other cats, and sometimes congregate in large communities where their individual interactions do hint at a social structure, and even a hierarchy.
     Now, granted, cats are not sentient, but even so we can clearly see that here is a creature with a genuine, full-blown biological cruelty "quota", that still manages not to murder itself to extinction, and even has a semblance of social order. I told you earlier that I only had to show a single reasonable counterexample in order to prove you wrong. That example is now provided, your baseless assertion is now disproved.

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beings unable to cooperate cannot cooperate in order to be able to cooperate.
My point above was only one possible refutation to this line of thinking, two others are:
     They can if the beings are hostile to each other at some times, but more placid during others. With the most obvious examples naturally being the various species who routinely fight many duels during mating season, but get along with each other quite well at all other times of the year. We can see this especially in animals that have evolved distinctly non-lethal weapons to be used against rivals, such as the giraffe's little rounded knobs that pass for "horns". Cooperative behaviors learned during peacetime would very plausibly lead to mercy during times of stress, an effect that increases proportionally with the creature's intelligence.
     Innate cruelty, and social behaviors that can mitigate / channel said cruelty, could have evolved in tandem ('evolved' in this case possibly meaning either a generational progression of learned cultural behaviors, or actual genetic evolution). Cruelty and brutality can be very effective means to reproductive success, but taken to extremes they can also quite easily backfire and make one the common enemy of a larger group, so the two qualities of "You should be the baddest dude around" and "But not TOO bad, though" could wind up in a sort of arms race, each trait effectively striving to outdo the other. Apply this pattern to your average primate, and eventually you'll get a goblin. At no point does the creature's cruelty override its self-control by too great an extent, so there is no paradox.

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Also if you weren't too angry to pay attention
Actually, I don't believe you've ever gotten me angry. Annoyed, but not angry.

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I am not arguing that goblins should not be cruel and that goblin society would not function.  I was specifically arguing only against the idea of having goblins have to inflict a given amount of cruelty in order to function.
And that's very interesting to me, that you would take such a fine distinction (goblins perform some given amount of cruelty just for the hell of it, vs. goblins perform the exact same acts of cruelty because they feel some innate drive to do so) and explode it into such a major difference of results (goblins that torture for fun are seen to live in population centers of around 10,000 people, but goblins that feel biological pressure to torture can never be around each other). As I recall, you were similarly fond of hyperbole back during the DuckTales episode, arguing that the majority of ducks successfully reproducing could have no other result than total ecocide within the span of a single generation. Is "Extreme Conclusion Jumping" a sport? Should you be wearing protective equipment?

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I am only saying that a society would not function if all it's members were forced to be cruel to each-other by some biological imperative . . .
I have stated repeatedly that goblins are NOT forced to be cruel to each other, victims such as other races, animals, the undead, and even inanimate dummies have all been discussed in this thread. If anyone isn't paying attention, it's you. Please stop arguing against things that I clearly did NOT say . . . unless you're playing Logical Fallacy Bingo, and you need "Straw Man" to win.

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. . . slavers are not themselves slaves so they are apart from the regime as it were.
::) Slavery obviously cannot exist without slave owners, and therefore slavers are unequivocally an essential part of the system. They are also, as it happens, the part of the system with the greatest amount of control over said system, so the lion's share of the guilt & blame for slavery's inherent evils must fall directly to them. I say this not out of desire to perpetuate a slavery derail (you'll notice I'm not bothering to respond to your Human Rights clusterfuck), but merely as an example of how you tend to say ridiculous things if you think you can get away with it. Let me simply assure that you are wrong, on the factual count as well as the ideological one.

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I do actually have a history degree
I wouldn't worry about it, you hide it rather well.

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One interesting little detail is the ability of slaves to actually buy their freedom *from* their masters.
Yes, several cultures that practiced slavery did so in a manner that was decidedly low-key, compared to the more hardcore American version. But in those cases, an adult slave willingly signing his services over to a master for a set period of time, for a set wage, is actually far more akin to a contract employee than a "real" slave, born into bondage and with hardly any feasible way of ever escaping it, short of death. For some types of Roman slaves, it was practically being a slave in name only. But to extend that sort of leniency to all slave-keeping cultures, and imply that all slaves had the ability to buy their own freedom, is a gross overstatement on your part.

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Oh, I doubt anyone would try to kill you over it . . . you might lose a couple of teeth, though.
Over what?
Sigh. Over saying crap that makes you sound incredibly racist, such as "Slavery is not an individual cruelty to which an individual can personally be responsible," and "It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves'".

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The reality of slavery for many slaves was far more boring.
Yes, but when we modern humans think of the word "slavery", especially when it's goblins doing the enslaving, that kind of slavery is not what we're thinking of. We don't think, "Oh, I won't be allowed to vote or own property, but I'll still be treated about as well as a minimum-wage McDonalds employee", we think "Oh My God, I'm going to be flogged every night and worked to death, aren't I." That kind of slavery is clearly evil, and that's the clearly kind of slavery that goblins practice, and for you to step in and say, "ACKCHYUALLY, slavery was sometimes more moderate," does nothing but cloud the issue for no other purpose than to let you sound educated. If you want to muddy the ethical waters with low-impact slavery, have at least the good taste to specify that you're doing it with humans or dwarves, or with goblins trying to change their ways.
Title: Re: Dwarven Social Lives
Post by: IndigoFenix on July 16, 2018, 08:48:01 am
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A creature unable to form a viable society cannot form a viable society in order to deal with whatever it is that prevents them from being unable to form a viable society.  That is called logic, it is not a fallacy at all.  It is an example of "one cannot build a house with no bricks", beings unable to cooperate cannot cooperate in order to be able to cooperate.  If the moment the first goblins get together they immediately *have* to hurt each-other and consequently end up killing each-other due to the resulting hatred, there is no goblin society.

Actually this a very strong argument FOR the idea that goblins "must" be cruel when you think about it.

After all, as the current game goes it is impossible for goblin civilisations to form without a literal demon raising a fortress straight from actual hell to rule them, if I'm not mistaken. So the society is not being formed by the fractious creatures that could not create a stable society, it is being created by a magical being of great power to enable it to rule over them.
And when you look at classic fantasy that's a pretty common theme. The supreme commanders of orcs/goblins are very often external beings who either created their society, brought it to prominence, or in some cases actually created the species as servants.

I still dont think goblins should have a biological imperative to be assholes, because thats un-fun, but its an interesting thought

Realism isn't really going to matter much anyway.  The main point of DF is to create stories, so the default behavior is going to be built around what will make the best stories.

From a narrative standpoint, the reason why goblins exist in the first place is to be "the evil race". Adventurers and fortresses need things to kill and the goblins provide that.  Elves and dwarves can fight over their ideals but can also make peace; but goblins are pointless if they can be empathized with, so the game is built around ensuring that they are "always chaotic evil".

This is reflected in the raws.  Elves, dwarves, and humans have personality ranges that run the entire spectrum of possible personalities; while elves are on average more vain and laid-back, and dwarves are on average more industrious and greedy, there are always exceptions to every rule.  Goblin personalities, conversely, are more one-note: many of their personality ranges are locked at above or below 50%.  The most altruistic, kindhearted, and calm goblin possible is merely average by human standards.  (Also, the most racist goblin is merely average by human standards, but that's another thing entirely.)  This means that, to the extent distraction affects gameplay, most goblins are indeed "forced" to be cruel.

However DF plays with this by allowing nurture as well as nature to affect a creature's needs.  A "kind" goblin raised in a civilization that values kindness may actually be altruistic.  A more typical goblin raised by the same society may be conflicted internally but may still even out to average.  Furthermore, just because a goblin is cruel and angry by nature doesn't mean they can't be a hero (or antihero at the very least).  Good doesn't have to be nice, and a goblin raised by non-goblins will have no hangups about hunting their own kind...

Personally I think this is a good system.  It enables your typical fantasy guilt-free extermination war (if you're fighting a goblin army from a goblin civ, you can be pretty sure that every last one of them is an asshole through and through) while still allowing the occasional "good" goblin to crop up in a different culture, yet even these "good" goblins will still mostly be noticably "gobliny" as far as their personalities are concerned.  But there can still be exceptions to the rule.

Gamey features like making every single goblin forced to be cruel is less interesting than using personality values to influence their average behavior, since it allows the rare defector (who can be an interesting character simply by virtue of their unexpected nature or internal conflict) while still maintaining the narrative role of the species.

Actually, I personally think (heresy of heresies!) that ALCOHOL_DEPENDENT is also needlessly gamey and would be better off replaced by just making the average dwarf have high immoderation, rather than treating them like some kind of alcohol-powered robot or whatever, but that's just me.
Title: Re: Dwarven Social Lives
Post by: George_Chickens on July 16, 2018, 09:10:56 am
Given the nature of the more spoilery aspects of goblinkind, I don't think it's really apt or fair to compare them to real life societies.
Spoiler (click to show/hide)
I'd really like to see goblin society expanded on, though, so we get a conclusion to how it actually runs. But I don't see the point of arguing about it like this, as though DF has some simulation aspects, it is still heavily a fantasy game and deals with things which may not make any realistic sense outside of the boundries set by the game world.
Title: Re: Dwarven Social Lives
Post by: IndigoFenix on July 16, 2018, 12:35:48 pm
Did Toady actually say that?  It would explain some things (like why gobs don't eat or drink) but that's a major change from what I would have thought.  I hope it doesn't exclude the possibility of the occasional friendly goblin.
Title: Re: Dwarven Social Lives
Post by: Manveru Taurënér on July 16, 2018, 01:25:58 pm
Did Toady actually say that?  It would explain some things (like why gobs don't eat or drink) but that's a major change from what I would have thought.  I hope it doesn't exclude the possibility of the occasional friendly goblin.

From DFtalk 19:

Quote from: http://www.bay12games.com/media/df_talk_19_transcript.html
In the currently released version, in world gen the demon 'escapes from the underworld'. That has certain implications, right, about existing holes and stuff. So we're messing around with that, trying to come up with some different solutions that meter the flow, so having the demon in control of a portal, for instance. In a lot of Threetoe's stories the goblins are from the underworld, so I think we're going to relate that to it, to make it have more of a goblinesque feel for the current portal that the demon's controlling, so it doesn't just pour through with demons. We already have these giant spires down in the underworld that were filled with demons, but perhaps they'll be filled with goblins, they're, kind of, bastions from the demons or something like that. We're just playing around with different stuff, we'll see what happens.

Doesn't sound like it's necessarily set in stone for all worlds come the myth and magic stuff, but it seems to be the general idea for "vanilla" goblins at least.

Relating to some of the recent discussion here this might be of interest too:

Quote from: http://www.bay12games.com/media/df_talk_19_transcript.html
Rainseeker:   Yeah, will all the goblins suddenly descend on you, or will it be just, like, some, the warriors?
Toady:   Yeah, I think the thing is that a lot of the goblins just aren't going to give a crap. I mean, if they hear a scream that's probably commonplace. They're just not going to care, sometimes, but if you're too brazen about it, there are too many screams, or you make yourself visible to too many people then you'll have to deal with it. I mean, we were thinking of running it with different groups, because the goblins don't get along, they're not supposed to get along with each other, it's supposed to be the power of the demon that keeps them under control and able to take over a bunch of civilizations instead of just descending into violence among the goblins themselves, so there are going to be different groups of goblins that don't care about the other groups of goblins and I think the only thing keeping it together is going to be the demon's secret police, set up with goblins and worse, like undead things and other kind of horrible night creatures and stuff.
Rainseeker:   'Hey, you! No fighting, okay? Thank you. I will suck your blood if you don't stop fighting.'
Toady:   That's right, and those humans that they're kidnapping, that grow up and so on, can bring some order to the situation.
Rainseeker:   'Okay, guys. Let's talk about our feelings now. Let's not raise our voices, just use healing words.'
Toady:   That's right. That's why we bring the elves in there, and if they don't like them, they keep mouthing off, then they'll eat them. The idea would be, then, that those guys would be people you absolutely don't want to be spotted by because they could actually marshal an organized resistance. So if you can sneak up behind the human and shank him a few times before he can alert anybody then you'll just have a bunch of goblins wandering around and then it won't be a big deal.
Rainseeker:   Or perhaps making friends with him?
Toady:   Yeah. Aren't you nice? Maybe he'll want to overthrow the demon with you.
Rainseeker:   Exactly. 'Hey, do you want to, like, leave the goblins? We could do this together.'
Toady:   Yeah, or perhaps he'll just sell you out when you get to the throne room.
Rainseeker:   Yeah, but that would be an interesting thing, if you could try.
Toady:   It is going to be something that we mess with sometime, maybe not this time but just the fact that the goblins might not actually attack you, with this racial enmity, or whatever, right? I mean, we had some of our silly power goals and stuff where you actually brought them a child from the village, or whatever, it's like you're being a freelance snatcher, and in that case you should be able to bargain with them, as long as they see the benefit in keeping you alive rather than killing you then, you know ...
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 17, 2018, 02:38:39 am
Actually, I personally think (heresy of heresies!) that ALCOHOL_DEPENDENT is also needlessly gamey and would be better off replaced by just making the average dwarf have high immoderation, rather than treating them like some kind of alcohol-powered robot or whatever, but that's just me.
You're not alone. I, too, believe it would work far better purely as a focus-based need, especially because it's never made sense to have newborns drink whiskey, and to have only invalids drink water. Dwarves can (and should) enjoy frequently drinking alcohol, but it shouldn't be an absolute biological requirement by any means. As to whether their industrial livers could survive drinking nothing but booze, I'd say that depends on the type of booze: Beer yes, wine maybe, spirits probably not. Maybe each type could reduce thirst by a different amount.
I would also suggest that dwarves have an additional need to be underground, at least periodically. Dwarves are so powerful in comparison to the other races, it's only fitting they should have an additional handicap or two.

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Did Toady actually say that?  It would explain some things (like why gobs don't eat or drink) but that's a major change from what I would have thought.  I hope it doesn't exclude the possibility of the occasional friendly goblin.
I agree--while the Always Chaotic Evil trope certainly has it uses, DF shouldn't squander its ability to tell good stories, and individuals rebelling against their nature nearly always makes for a good story. Sure, all goblins being thought-slaves to a demonic overlord would certainly support my argument that goblins could have an innate pressure driving them to be cruel, but I'd hate to win a good fight for a bad reason.

But we shouldn't take George_Chickens's quote as direct gospel. After all, goblins are known to overthrow and even kill their demon masters (and then immediately take his place), a mechanic Toady would be highly unlikely to have implemented if he intended them all to be unswervingly obedient to his will. But that only proves that at least some goblins can have thoughts & motivations of their own, not that they aren't fragments of elemental evil.
(Counter-argument: A goblin assassinating a demon and then assuming his role could merely be the demon's way of possessing a new body.)


Quote from: http://www.bay12games.com/media/df_talk_19_transcript.html
. . . In a lot of Threetoe's stories the goblins are from the underworld, so I think we're going to relate that to it, to make it have more of a goblinesque feel for the current portal that the demon's controlling, so it doesn't just pour through with demons. We already have these giant spires down in the underworld that were filled with demons, but perhaps they'll be filled with goblins, they're, kind of, bastions from the demons or something like that. We're just playing around with different stuff, we'll see what happens.
Personally, I feel that the goblins fully deserve to have their own culture (or possibly lack thereof), independent of direct demonic control. I'd like to see the Dark Pits (Population ≈ 200) exhibit the goblins' natural social behavior, while the full-on Dark Fortress (Population ≈ 10,000) showcases what a demon can do with them. Perhaps only goblins from the Pits could potentially "escape" and have more benign interactions with other races. Fortress-Mode goblin sieges could also have different compositions, depending on whether the invaders are the Pit-goblins acting on their own, or if it's coming from the Dark Fortress itself.

Quote from: http://www.bay12games.com/media/df_talk_19_transcript.html
Toady:   . . . I mean, we were thinking of running it with different groups, because the goblins don't get along, they're not supposed to get along with each other, it's supposed to be the power of the demon that keeps them under control and able to take over a bunch of civilizations instead of just descending into violence among the goblins themselves, so there are going to be different groups of goblins that don't care about the other groups of goblins and I think the only thing keeping it together is going to be the demon's secret police
This is where the argument could devolve into mere speculation on whether or not these "groups" could act as stable tribal units on their own, or whether goblin cruelty would necessarily disintegrate them until only the individual level is stable. But I for one am not going to go there, as far as I'm concerned this diversion has already been concluded.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 17, 2018, 07:22:53 am
Actually this a very strong argument FOR the idea that goblins "must" be cruel when you think about it.

After all, as the current game goes it is impossible for goblin civilisations to form without a literal demon raising a fortress straight from actual hell to rule them, if I'm not mistaken. So the society is not being formed by the fractious creatures that could not create a stable society, it is being created by a magical being of great power to enable it to rule over them.
And when you look at classic fantasy that's a pretty common theme. The supreme commanders of orcs/goblins are very often external beings who either created their society, brought it to prominence, or in some cases actually created the species as servants.

I still dont think goblins should have a biological imperative to be assholes, because thats un-fun, but its an interesting thought

I am not arguing that goblins are not cruel, I am arguing that they should not have a quota for being cruel, that is they should not be driven to be cruel by something akin to the dwarves need for alcohol or the present situation with focus requirements.  Goblins should be cruel as the circumstances allow, that means if I am able to discipline my goblins into behaving somewhat without this resulting in them suffering a permanent malus, suffering or dying. 

The demons are where it gets tricky.  If goblins have to torture other beings in order to function, then goblin society is effectively impossible unless there are suitable beings that are not goblins about to torture instead of each-other, but we are talking beings that are supernatural in nature.  That means they can potentially do the impossible, but can they do the socially impossible? 

You Have Selected: Starting From The Conclusion. That's a bold move, Goblin, let's see if it pays off for him.

It is indeed a fallacy, because you base everything upon the assumption that having a racial drive to be cruel must needs cause every goblin to start bloodfeuds with their fellow goblins, to the point that culture and population centers cannot exist. You offer no hint of evidence (beyond your own feelings) to support your claim of how these goblins must unavoidably be. Of course, as the saying goes, what is asserted without evidence may be dismissed without evidence, but happily I don't even have to go that route, as it's quite simple for me to show that "alternate possibilities could exist," which was all I've been arguing for.

The assumption is not an assumption Six of Spades.  It is a conclusion that follows from the premise.  The premise is that goblins with a biological requirement to inflict a given amount of cruelty to each-other cannot form a functional society *in isolation* because of the hatreds engendered in this fact drive the individual goblins apart.  The conclusion that follows is that society cannot devise a means to function *despite* it's members hatred, owing to the fact that there is no society to begin with. 

I am arguing on logic, not evidence.  Since no actual living creatures that need to be cruel in order to function exist, you won't be able to find any evidence. 

     Just as the other forum members have commented, I too agree that goblin cruelty would be better as a focus-based drive than a biological requirement.

You changed your mind then.  You started by proposing that just as dwarves have a biological need for alcohol, goblins would have a similar need to inflict cruelty on others.  I have been arguing against that position, but you have now shifted your position into one more similar to my own, which I should be happy about I guess. 

A focus based drive would be fine, since not meeting all focus drives of a creature does not result in any notable harm.  The important thing though is that it must be possible for the goblins focus drive to be thwarted by the correct environment, or else the behavioural effect is exactly the same as having a biological drive. 

Yet there are creatures that DO have an absolute imperative to hurt, maim, and kill on a very regular basis: They're called carnivores, and almost all of them must kill at least once every couple of days. Granted, basic hunting does not necessarily involve any actual cruelty . . . except that it's a very common behavior for an adult predator to catch a prey animal, and bring it back to its young still alive, so that the offspring can inexpertly rip apart a critter that has already been too badly injured to defend itself. Common house cats, meanwhile, are well known for their practice of playing with their wounded prey for long periods before finally killing it, and they very often kill purely for sport. These behaviors actually go beyond the levels of cruelty that goblins are seen, or even hinted at as, doing in DF, and therefore one could quite plausibly argue that goblins are actually LESS cruel than cats. According to YOU, then, GoblinCookie, cats cannot have any kind of social organization, because they "have to hurt each other and consequently end up killing each other."
     Except of course, that that is patently false. What do we KNOW about cats? They have an innate drive to hunt, torture, and kill, even without need. They are fiercely territorial, and will defend their home turf against rival cats with tooth and claw. The more belligerent toms will frequently sport scars, torn ears, and other marks of their various battles. When on the prowl, cats almost always prefer to do so alone, and never cooperate to bring down a target animal. BUT. Their fights are only rarely fatal. That one-eyed tomcat is proof, not that he fights all the time, but that he survives those fights. Cats frequently make friends with other cats, and sometimes congregate in large communities where their individual interactions do hint at a social structure, and even a hierarchy.
     Now, granted, cats are not sentient, but even so we can clearly see that here is a creature with a genuine, full-blown biological cruelty "quota", that still manages not to murder itself to extinction, and even has a semblance of social order. I told you earlier that I only had to show a single reasonable counterexample in order to prove you wrong. That example is now provided, your baseless assertion is now disproved.

I am well aware that goblin society could plausible function (and exist) if there were beings other than goblins around to torture, but that creates the moral dilemma I mentioned.  Goblins are basically like suffering vampires, an analogy I used earlier. 

(Some?) Cats might on occasion torture their prey or be deliberately mean to other cats.  There is however no cruelty-quota governing cat behavior, the cat does not work on the basis of "Got to be mean to X mice this month"

My point above was only one possible refutation to this line of thinking, two others are:
     They can if the beings are hostile to each other at some times, but more placid during others. With the most obvious examples naturally being the various species who routinely fight many duels during mating season, but get along with each other quite well at all other times of the year. We can see this especially in animals that have evolved distinctly non-lethal weapons to be used against rivals, such as the giraffe's little rounded knobs that pass for "horns". Cooperative behaviors learned during peacetime would very plausibly lead to mercy during times of stress, an effect that increases proportionally with the creature's intelligence.
     Innate cruelty, and social behaviors that can mitigate / channel said cruelty, could have evolved in tandem ('evolved' in this case possibly meaning either a generational progression of learned cultural behaviors, or actual genetic evolution). Cruelty and brutality can be very effective means to reproductive success, but taken to extremes they can also quite easily backfire and make one the common enemy of a larger group, so the two qualities of "You should be the baddest dude around" and "But not TOO bad, though" could wind up in a sort of arms race, each trait effectively striving to outdo the other. Apply this pattern to your average primate, and eventually you'll get a goblin. At no point does the creature's cruelty override its self-control by too great an extent, so there is no paradox.

Giraffe horns work just as well against the many things that want to eat giraffes as they do against rival giraffes.  Giraffe horns are also pretty lethal, they are not actually horns but extensions of the skull of the giraffe, being made of bone rather than keratin they are actually more dangerous than the horns of say deer or cattle. 

Lots of things exist in nature are actually harmful to the creatures reproductive success.  They exist nevertheless because they are recessive gene mutations, innate cruelty is more likely to be that kind of a thing than something that would exist. 

Actually, I don't believe you've ever gotten me angry. Annoyed, but not angry.

You read as very, very angry indeed.  Seething I think the word is. 

And that's very interesting to me, that you would take such a fine distinction (goblins perform some given amount of cruelty just for the hell of it, vs. goblins perform the exact same acts of cruelty because they feel some innate drive to do so) and explode it into such a major difference of results (goblins that torture for fun are seen to live in population centers of around 10,000 people, but goblins that feel biological pressure to torture can never be around each other). As I recall, you were similarly fond of hyperbole back during the DuckTales episode, arguing that the majority of ducks successfully reproducing could have no other result than total ecocide within the span of a single generation. Is "Extreme Conclusion Jumping" a sport? Should you be wearing protective equipment?

What you call extreme conclusion jumping is what the rest of the human race calls logic.  If all ducks do reproduce successfully then given how many ducklings are in each clutch the maths result in an exponential population increase so great that the only probable outcome is the mass-starvation of the entire population. 

Yes there is a big difference between goblins simply being cruel and them operating under a cruelty quota.  The reason is that if goblins are just crueller dwarves, then we can prevent them from acting on their nature by disciplinary means.  A cruelty quota on the other hand means the goblins must be cruel to something, regardless of what we do. 

I have stated repeatedly that goblins are NOT forced to be cruel to each other, victims such as other races, animals, the undead, and even inanimate dummies have all been discussed in this thread. If anyone isn't paying attention, it's you. Please stop arguing against things that I clearly did NOT say . . . unless you're playing Logical Fallacy Bingo, and you need "Straw Man" to win.

We were specifically talking about the situation in which goblins have no choice but to torture actual sentient beings in order to function.  I actually liked the idea of having little dummies that the goblins have to smash and having to have an industry to make said dummies for your goblins, or else they will be forced to hurt real people instead.

::) Slavery obviously cannot exist without slave owners, and therefore slavers are unequivocally an essential part of the system. They are also, as it happens, the part of the system with the greatest amount of control over said system, so the lion's share of the guilt & blame for slavery's inherent evils must fall directly to them. I say this not out of desire to perpetuate a slavery derail (you'll notice I'm not bothering to respond to your Human Rights clusterfuck), but merely as an example of how you tend to say ridiculous things if you think you can get away with it. Let me simply assure that you are wrong, on the factual count as well as the ideological one.

If you own your house, does that make you part of your house?  Owning slaves does not make you part of slavery, it makes you an owner of slavery. 

I wouldn't worry about it, you hide it rather well.

That is vicious; are you practising for goblinhood? 

Yes, several cultures that practiced slavery did so in a manner that was decidedly low-key, compared to the more hardcore American version. But in those cases, an adult slave willingly signing his services over to a master for a set period of time, for a set wage, is actually far more akin to a contract employee than a "real" slave, born into bondage and with hardly any feasible way of ever escaping it, short of death. For some types of Roman slaves, it was practically being a slave in name only. But to extend that sort of leniency to all slave-keeping cultures, and imply that all slaves had the ability to buy their own freedom, is a gross overstatement on your part.

You just love to put words into other people's mouths.  I am specifically saying that individual slaves within pretty much any system of slavery are divided into various strata, some of which are relatively easy and some of which are practical hell-on earth.  I am also saying that the very functioning of slavery is best served by this situation, the plight of slaves worse than you serves to motivate the slaves in general to work hard and well in order to please their masters to avoid 'demotion'. 

To get the slaves to work hard and well is the basic problem slavery has.  Slaves will be slaves regardless of how badly and how little they work.  If I am going to be whipped and chained the same regardless of how well or hard I work, there is no reason to work hard or well.  That in itself forces all slave societies to invent different strata of slaves, if I believe that my working hard will raise me to a higher strata of slave or keep me from sinking into a lower strata of slave, that is what I will do.

Sigh. Over saying crap that makes you sound incredibly racist, such as "Slavery is not an individual cruelty to which an individual can personally be responsible," and "It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves'".

Both those statements are quite true and neither statement has anything to do with race. 

Yes, but when we modern humans think of the word "slavery", especially when it's goblins doing the enslaving, that kind of slavery is not what we're thinking of. We don't think, "Oh, I won't be allowed to vote or own property, but I'll still be treated about as well as a minimum-wage McDonalds employee", we think "Oh My God, I'm going to be flogged every night and worked to death, aren't I." That kind of slavery is clearly evil, and that's the clearly kind of slavery that goblins practice, and for you to step in and say, "ACKCHYUALLY, slavery was sometimes more moderate," does nothing but cloud the issue for no other purpose than to let you sound educated. If you want to muddy the ethical waters with low-impact slavery, have at least the good taste to specify that you're doing it with humans or dwarves, or with goblins trying to change their ways.

My point is that particularly cruel individuals do not make good slavers.  Since goblins are generally of that nature, they would make very bad slavers indeed.  The slaves of goblins would not only be prone to constantly rebel, they would be totally depressed and do next to no work.  But if they are only really there to be tortured then does that matter?

Actually, I personally think (heresy of heresies!) that ALCOHOL_DEPENDENT is also needlessly gamey and would be better off replaced by just making the average dwarf have high immoderation, rather than treating them like some kind of alcohol-powered robot or whatever, but that's just me.
You're not alone. I, too, believe it would work far better purely as a focus-based need, especially because it's never made sense to have newborns drink whiskey, and to have only invalids drink water. Dwarves can (and should) enjoy frequently drinking alcohol, but it shouldn't be an absolute biological requirement by any means. As to whether their industrial livers could survive drinking nothing but booze, I'd say that depends on the type of booze: Beer yes, wine maybe, spirits probably not. Maybe each type could reduce thirst by a different amount.
I would also suggest that dwarves have an additional need to be underground, at least periodically. Dwarves are so powerful in comparison to the other races, it's only fitting they should have an additional handicap or two.

So dwarves need to be underground periodically.
Humans need to be aboveground periodically.
Goblins need to destroy dummies or real creatures periodically.
Elves need to be aboveground periodically. 

In all cases the creatures will try to meet their needs socially in preference to individually. 
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 17, 2018, 06:42:34 pm
. . . if I am able to discipline my goblins into behaving somewhat without this resulting in them suffering a permanent malus, suffering or dying. . . .
If goblins have to torture other beings in order to function, then goblin society is effectively impossible unless there are suitable beings that are not goblins about to torture instead of each-other . . . 
I am well aware that goblin society could plausible function (and exist) if there were beings other than goblins around to torture . . .
We were specifically talking about the situation in which goblins have no choice but to torture actual sentient beings in order to function. . . .
Just as you apparently perceive no difference between "goblins are driven to be cruel" and "goblins must slaughter each other", you also seem to think that "cruelty" is equal to "torture" (especially of sentients), and that "failure to fulfill this need" can have no other outcome than "loss of function, and death". This repeated tendency toward extrapolation on your part, trying to make my position seem far more radical than it actually is, is a variation of the Straw Man fallacy, deliberately misrepresenting my argument to make me sound like the extremist. It is you who is being inflexible, not I.

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You just love to put words into other people's mouths.
https://en.wikipedia.org/wiki/Psychological_projection (https://en.wikipedia.org/wiki/Psychological_projection)

Let me be clear on all three counts: Fighting does not necessarily mean Death, Cruelty does not necessarily mean Torture, and (the most confusing one, thanks, English language) "Need" does not necessarily mean Need. Maslow's Hierarchy of Needs famously includes both actual needs (food, warmth) and "needs" (love, social acclaim). In goblin terms, this means (as I stated) that goblins can regard each other as direct competitors without seeing them as actual enemies to be killed. It means that these competitors can exercise their cruelty through insults, humiliation, confiscation of goods & resources, denial of rights, assignment of menial/grueling/difficult/dangerous tasks, and physical blows, long before going to such extremes as actual torture. And it means that simply feeling a great, unfulfilled longing for an activity or emotion that has too long been denied you, does not infallibly result in your collapse and death.

Let me be clear on another matter as well: I never once described what goblins' "cruelty withdrawal" would entail. I think this idea is still too conceptual to be pinned down to specifics, and so deliberately left the matter vague and open to interpretation. You evidently have interpreted it to mean that each goblin must either torture, or die.

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It is indeed a fallacy, because you base everything upon the assumption that having a racial drive to be cruel must needs cause every goblin to start bloodfeuds with their fellow goblins, to the point that culture and population centers cannot exist.
The assumption is not an assumption Six of Spades.  It is a conclusion that follows from the premise.  The premise is that goblins with a biological requirement to inflict a given amount of cruelty to each-other cannot form a functional society *in isolation* because of the hatreds engendered in this fact drive the individual goblins apart.
Thank you for so readily (albeit unintentionally) proving my point about you starting from the conclusion, it seems you literally cannot distinguish a possible effect (goblin separation) from its cause (goblin cruelty). But let me correct your use of terms: A premise is statement of fact, reduced to be as simple and nonspecific as the argument will allow. It is the combination of different premises, and how they interact with one another, that constitutes logical argument. So the actual premise, in this case, is "Goblins feel an innate drive to inflict cruelty," and nothing else. So your argument is
a) Goblins feel an innate drive to inflict cruelty,
b) Inflicting cruelty engenders fear and/or hatred,
     sub-conclusion 1) therefore goblins hate each other,
c) creatures that hate each other avoid each other,
     sub-conclusion 2) therefore goblins avoid each other,
d) societies cannot exist without sufficient interaction,
     sub-conclusion 3) therefore goblin society cannot exist,
          conclusion) therefore goblin society cannot develop means to circumvent goblin hatred.
Yet this argument is inherently flawed, as 1) assumes that the hatred must be between goblins, and c) assumes that the hatred must outweigh any reason the goblins might have to stick together (and goblins being almost universally hated is a very good reason to stick together).

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There is however no cruelty-quota governing cat behavior, the cat does not work on the basis of "Got to be mean to X mice this month".
As we are unable to observe cats' "source code" and see whether they have a quota or not, neither of us is able to make any kind of statement on this matter. All we can do is judge from their behavior: Cats, largely without exception, will try to kill any prey animal that presents itself, whether they're hungry or not . . . and if possible, they will do it slowly.

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. . . you won't be able to find any evidence.
I already told you that your claims may be dismissed without evidence, as you provide none of your own. I also said I didn't need to go that route, I needed only to present a single plausible alternative--which I did.

. . . if I am able to discipline my goblins into behaving somewhat . . .
. . .  if goblins are just crueller dwarves, then we can prevent them from acting on their nature by disciplinary means.
I am amazed at your choice of words. What sort of "discipline" are you proposing, whipping the goblins into not whipping people?

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Just as the other forum members have commented, I too agree that goblin cruelty would be better as a focus-based drive than a biological requirement.
You changed your mind then.  You started by proposing that just as dwarves have a biological need for alcohol, goblins would have a similar need to inflict cruelty on others.  I have been arguing against that position, but you have now shifted your position into one more similar to my own . . .
As I stated earlier, I started by proposing that goblins' cruelty need should parallel dwarves' alcohol need, which is both a biological requirement ([ALCOHOL_DEPENDENT]) and a focus-based need. But I also soon clarified that with
As inflicting cruelty introduces no material element into one's system, it's clear that the cause of this need-fulfillment is purely psychological rather than physical.
So it seems that your entire cause for contention is the "cruelty quota" (as opposed to the cruelty itself), which course isn't even detectable by an in-game observer. Talk about much ado about nothing.  I'll leave you to dwell on that.



Giraffe horns work just as well against the many things that want to eat giraffes as they do against rival giraffes.  Giraffe horns are also pretty lethal . . . they are actually more dangerous than the horns of say deer or cattle.
You're correct in that they're made of bone, not horn, and therefore are technically antlers. Everything else, however, is dead wrong.

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You read as very, very angry indeed.  Seething I think the word is.
Seething is indeed an applicable word, but it certainly doesn't apply to me in this case. You may be projecting again.

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If you own your house, does that make you part of your house?  Owning slaves does not make you part of slavery, it makes you an owner of slavery.
Owning a house makes me part of the Homeowner's Association. It makes me part of the housing market. Just as everybody involved in the capture, transport, housing, sale, purchase, receipt, and management of slaves, were ALL part of the institution of slavery. Even those who knowingly purchased the goods produced by slaves were arguably involved, as they provided a market for the slaves' labor. I thought you were supposed to know your economics.

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I am specifically saying that individual slaves within pretty much any system of slavery are divided into various strata, some of which are relatively easy and some of which are practical hell-on earth.  I am also saying that the very functioning of slavery is best served by this situation, the plight of slaves worse than you serves to motivate the slaves in general to work hard and well in order to please their masters to avoid 'demotion'.
Yes, that is technically quite correct, stick vs. carrot is a powerful motivational tool. But I was reacting to the way in which you said it, earlier: "It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves'". As a student of history, you should know that the history of slavery has been fraught with racism, and as someone fluent in the English language, you should know that 'slavery' is a word charged with incredible amounts of racial tension, whether you yourself happen to be racist or not.

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That means they [goblins] can potentially do the impossible, but can they do the socially impossible?
I'm suggesting that goblins should be able to do at least one thing that you apparently find impossible: Learn from suffering multiple defeats, know when they are beaten, and accept their relatively lower rank with grace . . . ideally, without trying to murder the one(s) who shamed them.

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That is vicious; are you practising for goblinhood?
As I've said earlier, one of my principal aims is to supplement your noticeable lack of humility. To encourage you to STOP thinking of yourself as the Smartest Guy in the Room, particularly when that room was created for the specific purpose of discussing an extremely wide range of possible improvements to one of the most complicated games on the planet. But in this case, my jab originated primarily from my surprise at how a self-professed scholar of history could seem to be so thoroughly, so deliberately, and so consistently on the wrong side of it.



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A focus based drive would be fine, since not meeting all focus drives of a creature does not result in any notable harm.  The important thing though is that it must be possible for the goblins focus drive to be thwarted by the correct environment, or else the behavioural effect is exactly the same as having a biological drive.
Sadly, this is the ONLY part of my post specifically intended for the wider forum audience in general. Reading this made me think: Would, or should, a goblin deprived of all other possible targets for cruelty resort to self-harm? That they must inflict pain, even upon themselves? Might particularly "righteous" goblins take this route even if they didn't have to, to show their "virtue" of not hurting anyone else? It's an interesting thought.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 17, 2018, 07:41:09 pm
SixOfSpades, that self harm thing doesn't really work in any way. If the need for cruelty comes from a cruel personality, you're looking at the wrong person for selflessness, sacrifice, and caring about others. If it's a biological requirement based on brain chemicals, I highly doubt they'd get the same kick out of self harm as they do out of cruelty towards others. Remember, cruelty and harm are two different things.

[SEGUE]

What do folks think about babysitting and/or playdates that use a similar system to the group hangout/date type system I mentioned way back on page 1? So that the Uristlets actually care about something other than their mini-forges and their toy axes, and people other than parents care when I launch one of those little fellers into orbit via bridge catapult. Could even have parents get a babysitter to come over while they go out to share that plate of intestines.
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 17, 2018, 07:46:36 pm
I like the idea of dwarves children hanging around together and seeking each other out immensely. It provides endless possibilities for mischief, emergent stories, and little Kogan being eaten by a cave spider and scaring the other kids into not trying to fight giant monsters with their grubby fists
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 18, 2018, 02:12:53 am
SixOfSpades, that self harm thing doesn't really work in any way. If the need for cruelty comes from a cruel personality, you're looking at the wrong person for selflessness, sacrifice, and caring about others. If it's a biological requirement based on brain chemicals, I highly doubt they'd get the same kick out of self harm as they do out of cruelty towards others. Remember, cruelty and harm are two different things.
Oh yeah, that's all true, I was just thinking about what some possible effects of "cruelty withdrawal" might be, especially if the goblin is denied ALL opportunities to be cruel to others (because the simplest solution for players would likely be to put the goblin in solitary confinement). The "default" (?) effect of withdrawal would be for the goblin to lose focus and become distracted, and if it truly is denied all outlets for this need, then his anxiety might increase to the point that borders on insanity, of which self-harm is not an uncommon indicator. After all, especially despondent dwarves already commit full-on suicide, and flagellation & self-harm are not infrequently seen in real-life humans with unmet psychological needs.
I agree, I'm not saying the idea is good, just interesting. Thought I'd run it up the metaphorical flagpole.

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What do folks think about babysitting and/or playdates that use a similar system to the group hangout/date type system I mentioned way back on page 1?
Definite +1, it works as a social circle for the parents as well, so they can take turns watching the group of kids, and converse with each other when there are multiple adults present. This sounds like a good side-project for / segue into nannies, day care, and schools.


I like the idea of dwarves children hanging around together and seeking each other out immensely. It provides endless possibilities for mischief, emergent stories, and little Kogan being eaten by a cave spider and scaring the other kids into not trying to fight giant monsters with their grubby fists
It should probably be a combination of age (if the kids are among the oldest in the group) and traits like Independence, Curious, and Excitement_Seeking, that determines if individual dwarf children consider themselves too cool for school.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 19, 2018, 08:17:25 am
Just as you apparently perceive no difference between "goblins are driven to be cruel" and "goblins must slaughter each other", you also seem to think that "cruelty" is equal to "torture" (especially of sentients), and that "failure to fulfill this need" can have no other outcome than "loss of function, and death". This repeated tendency toward extrapolation on your part, trying to make my position seem far more radical than it actually is, is a variation of the Straw Man fallacy, deliberately misrepresenting my argument to make me sound like the extremist. It is you who is being inflexible, not I.

Somewhere along the line it so happened that we both lost track of both what we were talking about and even what our own positions are even supposed to be.  I was not actually against your ideas, I was just pointing out they have ethical implications that need to be understand. 

I don't perceive a difference because in the situation *we* are actually talking about, goblins must be cruel to actual beings, not dummies and the goblins are isolated; there really isn't any difference.  Cruelty ultimately engenders hatreds from those who are the victims of it, everyone in an isolated goblin population is forced to victimise other goblins, which then consequently hate them.  The victimised goblins are themselves also forced to victimise other goblins in turn so there is nowhere for this to end up except in a loop. 

The end result is all the individuals that would form the goblin society end up hating eachother, the result being either than they kill eachother or avoid eachother; either way there is no goblin society. 

Let me be clear on all three counts: Fighting does not necessarily mean Death, Cruelty does not necessarily mean Torture, and (the most confusing one, thanks, English language) "Need" does not necessarily mean Need. Maslow's Hierarchy of Needs famously includes both actual needs (food, warmth) and "needs" (love, social acclaim). In goblin terms, this means (as I stated) that goblins can regard each other as direct competitors without seeing them as actual enemies to be killed. It means that these competitors can exercise their cruelty through insults, humiliation, confiscation of goods & resources, denial of rights, assignment of menial/grueling/difficult/dangerous tasks, and physical blows, long before going to such extremes as actual torture. And it means that simply feeling a great, unfulfilled longing for an activity or emotion that has too long been denied you, does not infallibly result in your collapse and death.

Let me be clear on another matter as well: I never once described what goblins' "cruelty withdrawal" would entail. I think this idea is still too conceptual to be pinned down to specifics, and so deliberately left the matter vague and open to interpretation. You evidently have interpreted it to mean that each goblin must either torture, or die.

I did not interpret anything, that is just the scenario we are discussing, if the goblins do not need to be cruel then we are talking about a different scenario.  If goblins perceive all other goblins as competitors, then they will quickly conclude that to kill each-other is a good idea since it means their position is more secure.  Since all other goblins are going to randomly hurt you, then why go near them at all? 

It is possible to prevent fighting from meaning killing, competition from meaning killing only if there is a wider society to impose limits on those things, but since all goblins avoid or kill each-other as much as possible there is no functional wider society to regulate the conduct of goblins to keep their conflicting within certain bounds.

It largely does not matter if there goblins actually have to be cruel or else bad things will happen, or if the goblins merely *think* that it will, the effect is quite the same.  The ethical dilemma shifts from genocide to imprisonment/enslavement, but really it is still there, we can enslave/imprison goblins to force them not to act out their delusion that they have a cruelty-quota even when they don't.

Thank you for so readily (albeit unintentionally) proving my point about you starting from the conclusion, it seems you literally cannot distinguish a possible effect (goblin separation) from its cause (goblin cruelty). But let me correct your use of terms: A premise is statement of fact, reduced to be as simple and nonspecific as the argument will allow. It is the combination of different premises, and how they interact with one another, that constitutes logical argument. So the actual premise, in this case, is "Goblins feel an innate drive to inflict cruelty," and nothing else. So your argument is
a) Goblins feel an innate drive to inflict cruelty,
b) Inflicting cruelty engenders fear and/or hatred,
     sub-conclusion 1) therefore goblins hate each other,
c) creatures that hate each other avoid each other,
     sub-conclusion 2) therefore goblins avoid each other,
d) societies cannot exist without sufficient interaction,
     sub-conclusion 3) therefore goblin society cannot exist,
          conclusion) therefore goblin society cannot develop means to circumvent goblin hatred.
Yet this argument is inherently flawed, as 1) assumes that the hatred must be between goblins, and c) assumes that the hatred must outweigh any reason the goblins might have to stick together (and goblins being almost universally hated is a very good reason to stick together).

You did a pretty good job there.   :)

The premise of my argument was that goblins have a cruelty-quota, that is to say they have to inflict a given amount of cruelty per period of time or else something bad will happen to them (or they think it will).  That is different from a situation where goblins are simply more driven to be cruel than humans are, in that case it is possible (along the lines of your objection to point C) for them to suppress or channel their cruel drives so as to be able to cooperate. 

Since their cruelty is expressed as a quota goblins are unable to *not* be cruel to each-other, so goblin separation does necessarily happen (conclusion follows from premise) *unless* there are already non-goblins immediately at hand to torment.  I was trying to establish why an ethical dilemma exists in a world where the cruelty quota is a thing for goblins, one that does not exist in a world where goblins are simply crueller on average than you are.  You tried to respond by proposing isolation as a solution, I responding by pointing out that isolation is in effect genocidal because cruelty-quota goblins will self-destruct unless there are other beings to torment. 

The point of this discussion is that in a world where goblins operate by a cruelty-quota, those goblins will need to be initially given suitable beings to torment.  Also the inhabitants of the world will need to be aware of the ethical differences, so they don't think of dead goblins as a bad thing.

As we are unable to observe cats' "source code" and see whether they have a quota or not, neither of us is able to make any kind of statement on this matter. All we can do is judge from their behavior: Cats, largely without exception, will try to kill any prey animal that presents itself, whether they're hungry or not . . . and if possible, they will do it slowly.

The cats do very much have a quota for dead mice nutrients.  However cats do not need to torture a given number of mice every week in order to survive, that is the difference. 

I already told you that your claims may be dismissed without evidence, as you provide none of your own. I also said I didn't need to go that route, I needed only to present a single plausible alternative--which I did.

The claim you made, that "claims made without evidence can be dismissed without evidence" is total rubbish and you provided no evidence for it  ;).  As I told you, I am a historian and the majority of history is based upon extrapolating a long chain of conclusions from sources, any of which could potentially be fake/inaccurate. 

Not only is that not true, it is also the case that you can sometimes dismiss evidence without evidence.  If what follows from a long sequence of conclusions is contradicted by some new evidence that results in irrational/improbable conclusions, we can basically establish the source is fake or inaccurate. 

I am amazed at your choice of words. What sort of "discipline" are you proposing, whipping the goblins into not whipping people?

Pretty much.  If goblin cruelty comes simply from the same source that dwarf cruelty does, which is the current situation then dealing with the average goblin is no different from dealing with a particularly cruel dwarf.  Carrots+Sticks should work to make them behave nicer, even if it does nothing to actually make them nicer people. 

Seething is indeed an applicable word, but it certainly doesn't apply to me in this case. You may be projecting again.

The tone of your writing was very angry.  But your latest post seems far calmer. 

Owning a house makes me part of the Homeowner's Association. It makes me part of the housing market. Just as everybody involved in the capture, transport, housing, sale, purchase, receipt, and management of slaves, were ALL part of the institution of slavery. Even those who knowingly purchased the goods produced by slaves were arguably involved, as they provided a market for the slaves' labor. I thought you were supposed to know your economics.

I think I may have chosen the wrong words.  We were comparing slavery to oppressive governments and systems in general.  I was drawing an analogy between slavery and occupation regimes, in that they are both externally imposed.  In effect a slaver (or an occupying power) is part of slavery/occupation in the same way that if I stick my hand inside a box *I* am inside the box.  The slave or the conquered people on the other hand is someone who is stuck inside the box entirely. 

A dictatorship is maintained by those who will fight to protect the dictator against the dictatorships enemies which are only a portion of the population.  Slavery/occupation is similar in that only a portion of the slaves/conquered people are trying to overthrow slavery/occupation, even if next to none of the slaves/occupied people would be prepared to fight for slaver/occupation. 

This creates an economically crucial difference.  The dictator wants to have as many supporters as possible, the slaver on the other hand looks at every 'supporter' as an additional paycheck that comes out of his profits.  He wants to mantain slavery therefore with as few supporters as he can. 

Yes, that is technically quite correct, stick vs. carrot is a powerful motivational tool. But I was reacting to the way in which you said it, earlier: "It is better for the slaves to think that their masters are kind people and they are only being punished because they are 'bad slaves'". As a student of history, you should know that the history of slavery has been fraught with racism, and as someone fluent in the English language, you should know that 'slavery' is a word charged with incredible amounts of racial tension, whether you yourself happen to be racist or not.

You want the slaves to think that way because according to the above logic, you don't want to have to use a large number of slave-drivers to have to constantly supervise your slaves, if the slaves are themselves thinking about how to please you without you having to get someone to explicitly tell them, then your expenses are lower. 

As a student of history, I know that slavery is several thousand years older than racism.  There clearly however have some relationship, slavery (and/or militery occupation which is fundamentally similar) seems connected in that we tend to be racist against the races which we enslave/subjugate.  I think that racism is a hybrid between slavery/empire and scientific materialism, the predominance of the latter was needed for the former to produce racism. 

I'm suggesting that goblins should be able to do at least one thing that you apparently find impossible: Learn from suffering multiple defeats, know when they are beaten, and accept their relatively lower rank with grace . . . ideally, without trying to murder the one(s) who shamed them.

There is no *they* to learn anything.  As individuals they will simply be absorbed or killed off by other societies, maybe even by animal-people.  In the former case, I doubt the goblins would necessarily even care, it's more free victims to torment.  Except the civilisation to exterminate them as soon as they figure out about the cruelty-quota though.

As I've said earlier, one of my principal aims is to supplement your noticeable lack of humility. To encourage you to STOP thinking of yourself as the Smartest Guy in the Room, particularly when that room was created for the specific purpose of discussing an extremely wide range of possible improvements to one of the most complicated games on the planet. But in this case, my jab originated primarily from my surprise at how a self-professed scholar of history could seem to be so thoroughly, so deliberately, and so consistently on the wrong side of it.


You have a funny habit by which you dig up all the ways that I was right in the past, even when it is not relevant to the thread and then are surprised and get angry when it turns out I have not changed my mind.  In any case, can you be a bit less obsessed with me? 

Sadly, this is the ONLY part of my post specifically intended for the wider forum audience in general. Reading this made me think: Would, or should, a goblin deprived of all other possible targets for cruelty resort to self-harm? That they must inflict pain, even upon themselves? Might particularly "righteous" goblins take this route even if they didn't have to, to show their "virtue" of not hurting anyone else? It's an interesting thought.

I think goblins should in medium-evilness worlds be able to destroy statues or figurines, anything that has the appearance of a living beings in order to meet their cruelty-quota.  In very good worlds there are no goblins (or demons).  In good worlds the goblins are as they are now, they are crueller than you are but with no specific need to be cruel.

The thing is that being cruel to other beings meets the cruelty quota need.  It is only if the goblins are actually nice, or if they are prevented by carrot+stick from being cruel then the cruelty quota will result in them smashing images of living things.  If you don't provide such images then they will find an actual living being to savage in order to meet their quota.  If they are prevented from finding any living beings to savage, then they will self-destruct, the goblins will inflict injury on themselves in order to meet their quota at their own expense. 

In evil worlds animals (and images of animals) no longer work, the target now has to be an image of an intelligent being or an actual intelligent being.  In very evil worlds images no longer work, it has to be an actual intelligent being that is hurt, at this point all goblin civilisations have to be given a special starting population of other creatures to torment.  In very evil worlds creatures have to treat dead goblins either as a good thing or be indifferent to them. 
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 20, 2018, 05:17:49 am
Somewhere along the line it so happened that we both lost track of both what we were talking about and even what our own positions are even supposed to be.
Your original take was that goblins having a known need to be cruel would justify other races attempting to exterminate them, and that this had dire moral implications. Meanwhile, I took the moderate take (as I still do) that there were many mitigating factors to be considered, that such a change would have little to no impact on the cruelty that goblins already practice, that the other races already have ample reasons to desire goblin genocide, and that ethical dilemmas make the game philosophically intriguing.

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Cruelty ultimately engenders hatreds from those who are the victims of it, everyone in an isolated goblin population is forced to victimise other goblins, which then consequently hate them.  The victimised goblins are themselves also forced to victimise other goblins in turn so there is nowhere for this to end up except in a loop.
Even with the huge assumption that there are zero convenient animals to torment, some terribly unfortunate goblins could find themselves made into local "whipping boys", that are forced to bear the brunt of everyone else's whims. Interestingly enough, these would be the goblins most likely to want to break free from their civilizations and perhaps defect to yours; they would also be the goblins most likely to believe that torturing for fun is wrong.
You keep saying that there's no possible way that a driven-cruelty goblin society could work, yet I keep finding ways in which it could plausibly work. I expect this pattern to continue.

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If goblins perceive all other goblins as competitors, then they will quickly conclude that to kill each-other is a good idea since it means their position is more secure.  Since all other goblins are going to randomly hurt you, then why go near them at all?
Because pretty much every sentient who isn't a goblin hates goblins too, and it's better to be a member of a group whose members defend each other for mutual protection than a single goblin wandering alone. Having to fistfight for a spot at the dinner table, and occasionally losing out & having to go hungry for the night, is preferable to having to solo a tigerman whose nephew got babysnatched last year.

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Since their cruelty is expressed as a quota goblins are unable to *not* be cruel to each-other, so goblin separation does necessarily happen.
That is pretty much exactly what you said before. I broke down your line of reasoning for easy analysis, specifically pointed out its logical flaws, and now you respond by stating it again, practically verbatim. You have managed to learn nothing. I recently said that you represented The Great Unteachable. That may have been an understatement: perhaps you are the very concept made flesh.
While I readily agree that goblins are indeed likely to be cruel to each other, hate each other, feel urges to avoid each other, and even kill each other (at least sometimes), that "likely" does not equal "certain", no matter how much you want it to. You have a marked tendency towards stubbornness and narrowmindedness; I remember in the most recent Names thread (http://www.bay12forums.com/smf/index.php?topic=170319.0), the OP suggested that dwarves should inherit part of their names from one or both parents, a realistic enough request. You immediately responded with (paraphrasing) "No, that could never work, surnames are completely useless." You seemed to have trouble with people having opinions that were different from yours, and running their forts unlike the way you (apparently) do. Now we're seeing that again in this thread, where you evidently believe that goblins having a cruelty urge must infallibly lead to the entire goblin population self-destructing. That's the way you imagined it, and therefore that's the only way it could be. I have indicated several alternatives, circumventions, and middle-ground variations, yet you insist on dealing in absolutes.

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I was trying to establish why an ethical dilemma exists in a world where the cruelty quota is a thing for goblins, one that does not exist in a world where goblins are simply crueller on average than you are.
Speaking as someone who hasn't recently spoken out against the very existence of inalienable human rights, I think I'll operate by my standards of ethics, thanks.

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What sort of "discipline" are you proposing, whipping the goblins into not whipping people?
Pretty much.
Case in point. Hypocrisy is not a virtue.

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As we are unable to observe cats' "source code" and see whether they have a quota or not, neither of us is able to make any kind of statement on this matter.
The cats do very much have a quota for dead mice nutrients.  However cats do not need to torture a given number of mice every week in order to survive, that is the difference.
Technically true, but it would be more correct to say nothing more than "cats suffer no significant penalties from cruelty withdrawal", and leave it at that. Whether there's a quota or not remains unknowable.

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The claim you made, that "claims made without evidence can be dismissed without evidence" is total rubbish and you provided no evidence for it  ;).
The entire history of religion is more than evidence enough--as you should well know, historian.

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As I told you, I am a historian and the majority of history is based upon extrapolating a long chain of conclusions from sources, any of which could potentially be fake/inaccurate.  . . . it is also the case that you can sometimes dismiss evidence without evidence.
Okay, now if I were to take that quote's meaning, and extrapolate on it with as little regard for accuracy as it seems to give me license to do, I could say that it boils down to "Historians just make stuff up." You know--the way you just did with giraffes.

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If goblin cruelty comes simply from the same source that dwarf cruelty does, which is the current situation then dealing with the average goblin is no different from dealing with a particularly cruel dwarf.  Carrots+Sticks should work to make them behave nicer, even if it does nothing to actually make them nicer people.
Actually, no, that is almost certainly not the current situation. A goblin is "driven to cruelty by its evil nature", while a dwarf is a "creature of drink and industry". Cruelty is arguably as fundamental (if not absolutely essential) to goblins as booze is to dwarves--and as Bumber said, let's not forget that goblins are ruled by actual demons from hell, and were (at least conceptually) literal fragments of evil. I think it's quite clear that they are VERY different from "a particularly cruel dwarf".
Although I do agree that goblin residents could (and should) at least try to adjust their outward manners to life in a dwarf fort--as long as there's a range of ways for them to do so, different motivations for them to do so, and varied ways to encourage them to do so.

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. . . you dig up all the ways that I was right in the past
*derisive snort*
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In any case, can you be a bit less obsessed with me?
I'm hardly concerned with you, but I do have a stake in what you do on this forum. If you reply to viable ideas with your own stonewalling criticism just because that's not the way YOU want to play the game-- If you answer suggestions for possibility, diversity, and roleplaying variation with artificially forced rigid uniformity-- If your response to someone pointing out your errors is to not change your position by one iota-- then you are not working in the best interests of the Suggestions forum, or even the DF community as a whole. And when you do all that while pretending to be intellectually (and now, perhaps even morally) superior, there's a risk that somebody might actually believe you. I for one would much rather that new forum members got their guidance from people who actually are trying to improve the game.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 20, 2018, 10:29:03 am
Dorsidwarf, if we're gonna have those sorts of events affecting behaviour in that way, I think it should be subject to personality. If Kogan's buddies are fearless, like to brawl, and value justice, I reckon they should go down and seek vengeance like the little idiots they are.

SixOfSpades, surely if you're suggesting self harm be due to anxiety bordering on insanity, it would do better as a precursor symptom of the suicidal behaviour you mentioned wouldn't it? And maybe once religion gets expanded, a method of showing devotion to gods of pain and suffering, for people who don't enjoy/need cruelty.

GoblinCookie, I think expecting the violence/evilness slider to edit existing raws rather than allow/disallow things with certain tags is a little optimistic, unless conditional tokens are added in or something, like [IF:WORLD_VIOLENCE:HIGH:CRUELTY_DEPENDENT_EXTREME]. Sounds like if the appropriate tags/DFHack features are added the features you suggested could be modded in though.
Title: Re: Dwarven Social Lives
Post by: Exail on July 20, 2018, 12:47:35 pm
This is half religion based:

Each Deity should require procedurally generated religious requirements (eg. no consumption of plump helmets or plump helmet derived foods in the month of Granite) and depending on how faithful the dwarf is will give them stronger thoughts about either following the law (decrease stress) or breaking it(increase stress).  The more casual of a worshipper the dwarf is the more likely they will be to break it (ie. a highly faithful dwarf would rather starve to death than break the first example given if plump helmets were the only food)

Put a minimum and maximum amount of requirements per deity in the world Gen parameter probably set the default to
Min: 0
Max: 5
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 20, 2018, 02:47:28 pm
Exail, sounds reasonable as long as it's balanced well, especially if doing this sort of stuff and also the previously mentioned religious festivals can be considered praying for the purposes of needs. Temples would be much less of a time sink if there were other ways to appease deities, multiple deity worship would maybe actually be manageable.

Also an interesting possible facet that keeps this thing related to social lives: a citizen, if seen breaking religious tradition by a more devout worshipper of the same deity, could suffer a relationship hit with the individual, they may even spread the info and possibly cause them to be cast out of the collective, or seek absolution from a priest to save face/feel better. It'd be pretty important to assign priests that are friendly so they are on good terms with worshippers and actually agree to absolve them. I imagine someone who's particularly devout would be devastated if refused.
Title: Re: Dwarven Social Lives
Post by: KittyTac on July 20, 2018, 09:40:52 pm
Carp, wrong thread.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 21, 2018, 07:27:10 am
Your original take was that goblins having a known need to be cruel would justify other races attempting to exterminate them, and that this had dire moral implications. Meanwhile, I took the moderate take (as I still do) that there were many mitigating factors to be considered, that such a change would have little to no impact on the cruelty that goblins already practice, that the other races already have ample reasons to desire goblin genocide, and that ethical dilemmas make the game philosophically intriguing.

Neither of our specific takes on this are really relevant, since my only point was that folks need to understand the ethical consequences of there being creatures that *need* to be cruel, as opposed to merely creatures that are crueler than you are. 

Even with the huge assumption that there are zero convenient animals to torment, some terribly unfortunate goblins could find themselves made into local "whipping boys", that are forced to bear the brunt of everyone else's whims. Interestingly enough, these would be the goblins most likely to want to break free from their civilizations and perhaps defect to yours; they would also be the goblins most likely to believe that torturing for fun is wrong.
You keep saying that there's no possible way that a driven-cruelty goblin society could work, yet I keep finding ways in which it could plausibly work. I expect this pattern to continue.

The whipping boys idea simply does not work for two reasons.  One is that is requires a high level of societal organization to reliably enforce such a status, meaning goblin society/states must have already reached a certain level of size and complexity, or else the whipping boys will simply keep escaping or murdering their tormentors. 

The second is the whipping boys are themselves subject to the same cruelty need as the regular goblins.  They will hence be forced to lash at the other whipping boys, resulting in conflicts that will reliably result in them all killing eachother.  Once the whipping boys have killed eachother, the other goblins will be forced to turn against eachother. 

Because pretty much every sentient who isn't a goblin hates goblins too, and it's better to be a member of a group whose members defend each other for mutual protection than a single goblin wandering alone. Having to fistfight for a spot at the dinner table, and occasionally losing out & having to go hungry for the night, is preferable to having to solo a tigerman whose nephew got babysnatched last year.

Why do all other sentient beings hate goblins?

That is pretty much exactly what you said before. I broke down your line of reasoning for easy analysis, specifically pointed out its logical flaws, and now you respond by stating it again, practically verbatim. You have managed to learn nothing. I recently said that you represented The Great Unteachable. That may have been an understatement: perhaps you are the very concept made flesh.
While I readily agree that goblins are indeed likely to be cruel to each other, hate each other, feel urges to avoid each other, and even kill each other (at least sometimes), that "likely" does not equal "certain", no matter how much you want it to. You have a marked tendency towards stubbornness and narrowmindedness; I remember in the most recent Names thread (http://www.bay12forums.com/smf/index.php?topic=170319.0), the OP suggested that dwarves should inherit part of their names from one or both parents, a realistic enough request. You immediately responded with (paraphrasing) "No, that could never work, surnames are completely useless." You seemed to have trouble with people having opinions that were different from yours, and running their forts unlike the way you (apparently) do. Now we're seeing that again in this thread, where you evidently believe that goblins having a cruelty urge must infallibly lead to the entire goblin population self-destructing. That's the way you imagined it, and therefore that's the only way it could be. I have indicated several alternatives, circumventions, and middle-ground variations, yet you insist on dealing in absolutes.

The real-world works quite reliably and computers work even more reliably that the real-world does.  A certain state of affairs inherently brings about a certain other state of affairs or prevents states of affairs from coming into existence.  Most things are to a certain degree predictable.  The cleverer you are, the more predictable things are, conversely the stupider you are the more things seem to be an accidental. 

Speaking as someone who hasn't recently spoken out against the very existence of inalienable human rights, I think I'll operate by my standards of ethics, thanks.

I thought in your world we could dismiss things not supported by evidence.  Where is your evidence for the existence of inalienable human rights?

Case in point. Hypocrisy is not a virtue.

So punishing the bullies is now hypocrisy. 

The entire history of religion is more than evidence enough--as you should well know, historian.

Religions don't historically behave any differently to how we are behaving here in this place; they fight and argue with each-other.  I also doubt that history would have unfolded much differently if there were no religions, or everybody was of one religion.

Okay, now if I were to take that quote's meaning, and extrapolate on it with as little regard for accuracy as it seems to give me license to do, I could say that it boils down to "Historians just make stuff up." You know--the way you just did with giraffes.

No historians do not simply make things up.  You can legitimately draw conclusions from evidence and you can draw conclusions from conclusions.  Lastly you can in some cases debunk apparent evidence using conclusions. 

Otherwise you are simply a guillable idiot that can be tricked by almost any forged evidence.  Just because there is no document explicitly telling you that something is forged, does not mean that you cannot tell that you are being deceived.  A key example of this is the Donation of Constantine (https://en.wikipedia.org/wiki/Donation_of_Constantine), in which the papacy forged a document 'proving' that they rightfully ruled over Italy. 

Now Lorenzo Valla could tell it was forged because he compared the Latin in the document to the Latin that was in use in documents around the time of Constantine and hence was able to establish it was written much later.  He drew conclusions about the way Latin was written from other documents and then using those conclusions he was able to dismiss the documents 'evidential' status. He did not find another document saying "hah hah we forged the Donation of Constantine"

But imagine if there was a contemporary version of SixOfSpades about at the time.  He could say to Valla, you have no document saying that Donation was forged and I can "dismiss without evidence what is asserted without evidence", therefore all Italians shall belong to the Papacy forever. 

Actually, no, that is almost certainly not the current situation. A goblin is "driven to cruelty by its evil nature", while a dwarf is a "creature of drink and industry". Cruelty is arguably as fundamental (if not absolutely essential) to goblins as booze is to dwarves--and as Bumber said, let's not forget that goblins are ruled by actual demons from hell, and were (at least conceptually) literal fragments of evil. I think it's quite clear that they are VERY different from "a particularly cruel dwarf".
Although I do agree that goblin residents could (and should) at least try to adjust their outward manners to life in a dwarf fort--as long as there's a range of ways for them to do so, different motivations for them to do so, and varied ways to encourage them to do so.

The current situation is that they behave like crueler dwarves.  They have general personality facets that cause the average goblin to be crueler than the average dwarf, but there is factually no functional difference between the way a goblin behaves and the way a cruel dwarf behaves.

I'm hardly concerned with you, but I do have a stake in what you do on this forum. If you reply to viable ideas with your own stonewalling criticism just because that's not the way YOU want to play the game-- If you answer suggestions for possibility, diversity, and roleplaying variation with artificially forced rigid uniformity-- If your response to someone pointing out your errors is to not change your position by one iota-- then you are not working in the best interests of the Suggestions forum, or even the DF community as a whole. And when you do all that while pretending to be intellectually (and now, perhaps even morally) superior, there's a risk that somebody might actually believe you. I for one would much rather that new forum members got their guidance from people who actually are trying to improve the game.

It seldom happens that anyone ever successfully 'points out my errors'.  Just because somebody criticizes an idea does not mean their criticism is valid, in any case it is rarely people criticizing my ideas and more often me explaining my ideas to people who simply did not understand them and their criticisms mostly reflect their lack of understanding. The funny thing in this thread however is that I have mostly been trying to figure out how we could best implement *your* own ideas here, so where is the gratitude? 

As for the rest: Nobody has the right to demand someone change another person's opinion nor to complain when they do not do so. 

GoblinCookie, I think expecting the violence/evilness slider to edit existing raws rather than allow/disallow things with certain tags is a little optimistic, unless conditional tokens are added in or something, like [IF:WORLD_VIOLENCE:HIGH:CRUELTY_DEPENDENT_EXTREME]. Sounds like if the appropriate tags/DFHack features are added the features you suggested could be modded in though.

Well the violence slider is supposed to disallow creatures from dying, so it is supposed to change how the game works at an executive level, not simply to modify the raws of generated creatures.  My idea was to implement SixOfSpade goblin idea in the form of a [CRUELTY_QUOTA:1] token, the latter number is how much 'cruelty' they need to inflict.  Depending on the evilness of the world, how this token would work would be different and the way beings treat those with the token would be different too.

This is half religion based:

Each Deity should require procedurally generated religious requirements (eg. no consumption of plump helmets or plump helmet derived foods in the month of Granite) and depending on how faithful the dwarf is will give them stronger thoughts about either following the law (decrease stress) or breaking it(increase stress).  The more casual of a worshipper the dwarf is the more likely they will be to break it (ie. a highly faithful dwarf would rather starve to death than break the first example given if plump helmets were the only food)

Put a minimum and maximum amount of requirements per deity in the world Gen parameter probably set the default to
Min: 0
Max: 5

The problem here is what happens if a deity of a civilization prohibits the consumption of plump helmets, when that is the only food available. At the moment this is not a problem since deities do not exist independently of the civilizations that worship them, but once we have the myth generator, this will no longer be the case in some worlds.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 21, 2018, 10:05:30 am
GoblinCookie, Disallow creatures from dying? Those worlds sound like they'll get crowded fast.

I'm not sure about your suggestion for the raw tag, it still relies on the addition of conditional tags to switch things around based on the evilness/violence slider value if you want cruelty quota implementation to vary based on slider value. Maybe if there were a variable that could be used in place of the number, and reference slider values, then you could have the tag be independent of conditional tags. So, your [CRUELTY_QUOTA:1] (and other quota intensities, each nested in a conditional statement) becomes [CRUELTY_QUOTA:WORLD_VIOLENCE]. Added bonus of that is that it makes the new additions to the raws required for the addition of the sliders more concise, and should be quicker to compile and run.

Oh, and Exail did already mention, only highly faithful (so maybe exclusively "ardent") worshippers would put their own life at risk to satisfy religious traditions. You wouldn't have people dying left and right because of that stuff, you'd have the occasional death and a load of bad thoughts because your fortress doesn't actually provide necessary facilities for people to properly practice their religion. It'd be like exclusively providing a community of jews with non-kosher foods, I doubt you'll find a great deal of people willing to die via starvation rather than eat it, but you can bet people won't be happy about it.

Also worth mentioning: not all dwarves worship the same gods. Religious dietary restrictions, especially temporary ones, will not likely be a fortress-wide issue.

The only problems I can foresee with it is if one possible tradition is that people can only eat [insert randomly selected food(s)] for a period of time, simply because of potential unavoidable bad thought flood. The Aztecs did it IRL with beans and maize, but I don't really trust my dwarves or their gods to pick a sensible food.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 22, 2018, 04:09:23 am
SixOfSpades, surely if you're suggesting self harm be due to anxiety bordering on insanity, it would do better as a precursor symptom of the suicidal behaviour you mentioned wouldn't it? And maybe once religion gets expanded, a method of showing devotion to gods of pain and suffering, for people who don't enjoy/need cruelty.
Yes, it'd add a good bit of flavor, as well as a final warning before somebody goes melancholy or whatever. Ditto for appropriate worship spheres.


Each Deity should require procedurally generated religious requirements . . . Put a minimum and maximum amount of requirements per deity
The number of requirements should be proportional to the number of spheres that each god controls. If the ratio is even 1:1, then each requirement could be specifically tied to just one sphere, and different worshipers (say, a Blacksmith and a Gem Cutter both praying to a deity of metals & jewels) might think that different requirements are more important to follow. But this deserves its own topic.


The whipping boys idea simply does not work for two reasons.  One is that is requires a high level of societal organization to reliably enforce such a status, meaning goblin society/states must have already reached a certain level of size and complexity, . . .
Did the Goonies need a large or complex population in order to unanimously make Chunk into their patsy and verbal punching bag? Granted, that's a work of fiction, but was their behavior anything but realistic in this matter? The only level of societal organization required is mutual recognition of relative status, which the stronger goblins would naturally encourage and even enforce. The smallest/weakest/etc. goblin in any group is almost certainly going to be taking more than his fair share of abuse.

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. . . or else the whipping boys will simply keep escaping or murdering their tormentors.
If the whipping boys are indeed restrained, it quite plausibly is as punishment for a (failed) crime, and a couple of days as a whipping boy should be quite an effective deterrent. After their time is up, yes, naturally they're still going to harbor resentment toward those who mistreated them--but the experience of being released, and knowing that everyone knows you're no longer the whipping boy, is also a powerful psychological burden being lifted from you. (Or should be--goblin psychology is of course something of a guess.) And then, before too long, maybe there'll be a new criminal to be the whipping boy.

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The second is the whipping boys are themselves subject to the same cruelty need as the regular goblins.  They will hence be forced to lash at the other whipping boys, resulting in conflicts that will reliably result in them all killing eachother.  Once the whipping boys have killed eachother, the other goblins will be forced to turn against eachother.
Again you pretend that there are no beings other than goblins to torment, again you assume that all goblin conflicts end in death.

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Why do all most other sentient beings hate goblins?
??? Because they have a long and storied history of attacking foreign settlements, killing & maiming the citizenry, and dragging off their children to be worked as slaves until the day they die? Just a guess.

Really, how did you think I was going to answer this?

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You seemed to have trouble with people having opinions that were different from yours, and running their forts unlike the way you (apparently) do. . . . That's the way you imagined it, and therefore that's the only way it could be.
. . . The cleverer you are, the more predictable things are, conversely the stupider you are the more things seem to be an accidental.
Seriously? Are you actually arguing that your hidebound mindset comes from being SO intelligent, while my own open-ended approach indicates relative stupidity? Don't try it. You won't like what's down that road.
(For starters, lessons like not to say things like "stupider," and "an accidental," while trying to sound smart.)

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Where is your evidence for the existence of inalienable human rights?
I do hope you're not literally asking me to show you one atom of justice, one molecule of mercy, or otherwise summon physical proof of intangibles. As you well know, such things exist not through their presence, but through their demonstration, and so naturally a degree of subjectivity is not only expected, but unavoidable. This does not make them any less real. Certain human rights are judged to be inalienable because they descend directly from mankind's most fundamental trait: sentience. To consciously strip a fellow mind of its inherent bodily sovereignty and treat it as if it were nothing more than an object, with no capacity for reason or emotion--well, that displays a callous disregard of empathy on par with the very textbook examples of evil. GoblinCookie, questioning the existence of human rights is evil. Not as evil as actually doing evil deeds, of course, but to deliberately try to equate morality with legality and argue that historical slaves had no inherent right to personal autonomy because they predated the Geneva Accords just makes you sound like a character of LE alignment, looking for a loophole to exploit.

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So punishing the bullies is now hypocrisy.
Punishing bullies is not, but punishing them by precisely replicating their own actions is. For a punishment to fit the crime, it must cause suffering in proportion to, but always less than, the amount of suffering caused by the crime itself. If a goblin resident goes on a torture tantrum and starts whipping random dwarves, the just sentence is not an equal amount of lashes inflicted on the goblin. Such a lesson does not teach him that "Whipping people is wrong," but rather, "I can be just as cruel as you can," and indeed, "But I'm better at it than you are." Which, incidentally, is almost certainly the exact mindset the goblin left behind when he abandoned his old civ. Congratulations, you're running your fort just like a goblin might.

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Religions don't historically behave any differently to how we are behaving here in this place; they fight and argue with each-other.
The history of religion isn't simply that they fight, but that they fight over nothing. "Elohim is the One True God!" asserts the Jew, simply because that's what he was raised to believe. "There is no God but Allah!" retorts the Muslim, because that's how he was raised. Meanwhile, thousands of Christians kill each other over whether the Father, Son and Holy Ghost are all of the same essence, or separate manifestations of the same indivisible godhead. Almost the entire history of religion is people dismissing, without evidence, what other people have claimed without evidence.

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Okay, now if I were to take that quote's meaning, and extrapolate on it with as little regard for accuracy as it seems to give me license to do, I could say that it boils down to "Historians just make stuff up."
No historians do not simply make things up.  You can legitimately draw conclusions from evidence and you can draw conclusions from conclusions.  Lastly you can in some cases debunk apparent evidence using conclusions.
Note that I did not actually say that historians make stuff up--merely that your sentence was so loosely worded that merely to accept it at face value and follow in its footsteps would be an insult to your entire field of study.

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Just because somebody criticizes an idea does not mean their criticism is valid
That is quite true, but it doesn't mean that the criticism is invalid, either. The critique, as well as the idea, must be judged on its merits. I judged your idea, found that your logic contained two faulty assumptions, and indicated them to you. You then judged my criticism, found it "pretty good", and then ignored it completely, going right back to your original (indeed, only) argument, which you now knew to be incorrect. You would rather weld yourself to a bad idea than admit that I had a better one.

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The funny thing in this thread however is that I have mostly been trying to figure out how we could best implement *your* own ideas here, so where is the gratitude?
WTF? So far, your thoughts as to the "implementation" of goblins needing to be cruel have mainly focused on dire prognostications that the change could never work, as it would infallibly and immediately cause all goblin civs to crumble and die. Not exactly in the spirit of constructive criticism.

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As for the rest: Nobody has the right to demand someone change another person's opinion nor to complain when they do not do so.
I may not have the right to demand that you change your opinion, but I do have the right to say your opinion is wrong--and even prove it, if I can. More relevant is the fact that different opinions should not automatically be assumed to be of equal merit: If one person says, "It's night-time", and the person next to them says, "No, it's broad daylight," an impartial observer should not simply let them agree to disagree, the impartial observer should look out the damn window. But our differences are even more fundamental than that: I am arguing like someone saying, "I'm pretty sure there could be at least eight different flavors of ice cream," to which you reply, "No, flavors other than mint chip are impossible, as anything else would cause the freezer to short-circuit, and all the ice cream would melt." Now, I like mint chip, and could happily go the rest of my life eating no other flavor. But I know that it's factually wrong to pretend that other ice cream flavors either don't or can't exist, and it's morally wrong for me to try to force that flavor onto those who might prefer chocolate, or those that like variety. That's why I'm not the one arguing that the only way to play Dwarf Fortress, is the way that I like to play Dwarf Fortress.
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 22, 2018, 07:55:54 am
I think that the ethics of goblin social life are very interesting, but I feel that as the discussion drags on interminably it may be detracting somewhat from the focus of how dwarves need a social life beyond richocheting off other dwarves in the tavern to become pals.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 23, 2018, 04:58:30 pm
Just a thought seeing as this thread is bordering on double digit page numbers; should I collect suggestions as the thread progresses and edit them into the end of the OP, so it's easier to jump right into the discussion? Kinda like what I did on pg 3, but with 6 more pages of stuff, and right at the end of the first post of the thread so it's always easy to spot no matter how long this thread goes on for.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 24, 2018, 01:54:50 am
Just a thought seeing as this thread is bordering on double digit page numbers; should I collect suggestions as the thread progresses and edit them into the end of the OP, so it's easier to jump right into the discussion? Kinda like what I did on pg 3, but with 6 more pages of stuff, and right at the end of the first post of the thread so it's always easy to spot no matter how long this thread goes on for.
Agreed. Someone unbiased (that is, not GoblinCookie or myself) should probably decide what ideas / details are worthy suggestions or not, and compile them for Toady.

If GoblinCookie & I clash ever again, I'll simply start a new thread just for that purpose--if, while arguing, either of us manages to say anything suggestion-worthy, we can copy just that bit out to the main thread.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 24, 2018, 06:42:25 am
GoblinCookie, Disallow creatures from dying? Those worlds sound like they'll get crowded fast.

I'm not sure about your suggestion for the raw tag, it still relies on the addition of conditional tags to switch things around based on the evilness/violence slider value if you want cruelty quota implementation to vary based on slider value. Maybe if there were a variable that could be used in place of the number, and reference slider values, then you could have the tag be independent of conditional tags. So, your [CRUELTY_QUOTA:1] (and other quota intensities, each nested in a conditional statement) becomes [CRUELTY_QUOTA:WORLD_VIOLENCE]. Added bonus of that is that it makes the new additions to the raws required for the addition of the sliders more concise, and should be quicker to compile and run.

The worlds will not get crowded because the population cap still applies and will stop the creatures from multiplying beyond a certain point. 

The problem with using a purely raw tag based approach is that there is interaction with other systems involved.  If I mod goblins so that they have a cruelty-quota in a world where suffering does not exist, what then? 

Oh, and Exail did already mention, only highly faithful (so maybe exclusively "ardent") worshippers would put their own life at risk to satisfy religious traditions. You wouldn't have people dying left and right because of that stuff, you'd have the occasional death and a load of bad thoughts because your fortress doesn't actually provide necessary facilities for people to properly practice their religion. It'd be like exclusively providing a community of jews with non-kosher foods, I doubt you'll find a great deal of people willing to die via starvation rather than eat it, but you can bet people won't be happy about it.

Also worth mentioning: not all dwarves worship the same gods. Religious dietary restrictions, especially temporary ones, will not likely be a fortress-wide issue.

The only problems I can foresee with it is if one possible tradition is that people can only eat [insert randomly selected food(s)] for a period of time, simply because of potential unavoidable bad thought flood. The Aztecs did it IRL with beans and maize, but I don't really trust my dwarves or their gods to pick a sensible food.

The problem is that once the gods exist independently of civilizations, we can end up with a whole civilization worshipping a god that utterly prohibits the staple foodstuff they depend upon.  Worse, ot might also be possible to convert a civilization of that nature and use dietary prohibitions as a weapon to depopulate a group.  Also what does the god think about it, would the god change it's mind in order to save it's only worshippers in the world from starvation?

Did the Goonies need a large or complex population in order to unanimously make Chunk into their patsy and verbal punching bag? Granted, that's a work of fiction, but was their behavior anything but realistic in this matter? The only level of societal organization required is mutual recognition of relative status, which the stronger goblins would naturally encourage and even enforce. The smallest/weakest/etc. goblin in any group is almost certainly going to be taking more than his fair share of abuse.

The difference is that every goblin knows that every other goblin is going to try to hurt them.  Every goblin is also trying to hurt all the other goblins.  That basically means that all goblins inherently fear all other goblins, the only way for goblin society to come about in our scenario is if the individual goblins are already in the predatory relationship of preying on some other suitable creature so they can de-facto have a reason to trust each-other. 

If the whipping boys are indeed restrained, it quite plausibly is as punishment for a (failed) crime, and a couple of days as a whipping boy should be quite an effective deterrent. After their time is up, yes, naturally they're still going to harbor resentment toward those who mistreated them--but the experience of being released, and knowing that everyone knows you're no longer the whipping boy, is also a powerful psychological burden being lifted from you. (Or should be--goblin psychology is of course something of a guess.) And then, before too long, maybe there'll be a new criminal to be the whipping boy.

Everbody knows there *has* to be a whipping boy, everyone knows there *has* to be a punishment.  It's like with your cats before, except that the only thing on the menu is cat and the cats all know that. 

Again you pretend that there are no beings other than goblins to torment, again you assume that all goblin conflicts end in death.

No pretending at all, that is the situation we are talking about remember? 

??? Because they have a long and storied history of attacking foreign settlements, killing & maiming the citizenry, and dragging off their children to be worked as slaves until the day they die? Just a guess.

Really, how did you think I was going to answer this?

None of that has happened yet.  Goblins aren't megabeasts, they cannot wreck mayhem on a civilisation scale as individuals. 

Seriously? Are you actually arguing that your hidebound mindset comes from being SO intelligent, while my own open-ended approach indicates relative stupidity? Don't try it. You won't like what's down that road.
(For starters, lessons like not to say things like "stupider," and "an accidental," while trying to sound smart.)

Stupider is a word.  An accidental is probably also a word, but coincidence is the word we usually use. 

I do not recall intending that to be an ad-hominen.  What does lead down that road?

I do hope you're not literally asking me to show you one atom of justice, one molecule of mercy, or otherwise summon physical proof of intangibles. As you well know, such things exist not through their presence, but through their demonstration, and so naturally a degree of subjectivity is not only expected, but unavoidable. This does not make them any less real. Certain human rights are judged to be inalienable because they descend directly from mankind's most fundamental trait: sentience. To consciously strip a fellow mind of its inherent bodily sovereignty and treat it as if it were nothing more than an object, with no capacity for reason or emotion--well, that displays a callous disregard of empathy on par with the very textbook examples of evil. GoblinCookie, questioning the existence of human rights is evil. Not as evil as actually doing evil deeds, of course, but to deliberately try to equate morality with legality and argue that historical slaves had no inherent right to personal autonomy because they predated the Geneva Accords just makes you sound like a character of LE alignment, looking for a loophole to exploit.

You believe in intangibles, so do I but that was the point I was making.  You can provide no evidence for those intangibles, yet you claim they exist. 

I was claiming that human rights confuse legality with morality.  My question to you was whether human rights are morality or law, a question you dodged by taking objection to my disbelief in the concept as it stands. 

You cannot have it both ways.  If human rights are morality they can in fact be universal, but they stand on an even footing with all other moral systems, including that of slavers.  If humans rights are law they are enforceable over those that disagree with them but as law they cannot be binding on those not under the jurisdiction of the authority or authorities that establish human rights as law, basically it is the Is-ought problem (https://en.wikipedia.org/wiki/Is%E2%80%93ought_problem).

Punishing bullies is not, but punishing them by precisely replicating their own actions is. For a punishment to fit the crime, it must cause suffering in proportion to, but always less than, the amount of suffering caused by the crime itself. If a goblin resident goes on a torture tantrum and starts whipping random dwarves, the just sentence is not an equal amount of lashes inflicted on the goblin. Such a lesson does not teach him that "Whipping people is wrong," but rather, "I can be just as cruel as you can," and indeed, "But I'm better at it than you are." Which, incidentally, is almost certainly the exact mindset the goblin left behind when he abandoned his old civ. Congratulations, you're running your fort just like a goblin might.

That is your opinion but a number of historical civilisations were definitely committed to the eye-for-an-eye principle that the punishment should be of equivalent nastiness as the crime.   

Yes I am running by fort very much as a goblin would, because I am running a fort of goblins, one with goblins in it or with a number of dwarves that are as cruel as goblins generally are.  This brings us to a concept I have been itching to bring up, that of the necessary good.  In order to increase his chances of successfully taking over and enslaving the world the demon overlord of a goblin civilisation has to get the majority of his goblins to get on harmoniously, not because this is what he really wants but because it serves the greater evil.

As I see it questions of the justice of punishments are irrelevant.  You have a responsibility to the victims, past and future to keep those inclined to harm them from carrying out what is in their nature, punishments are judged by whether they will terrify the perpetrators enough to keep them from actually doing what they wish to do.  In inverse of the above situation, punishments are necessary evils that exist to compel individuals into serving the greater good which is society/state.  The only injustice is to allow the evilly inclined beings to hurt those you are responsible for, what the punishments are is a pragmatic consideration. 

That is why it matters whether goblins are cruel due to this just being the expression of their personality or whether this is an actual *need*.  In the former case you can deal with them as you would any other being with undesirable characteristics, in the latter case however tolerating their very existence effectively betrays their present and future victims. 

The history of religion isn't simply that they fight, but that they fight over nothing. "Elohim is the One True God!" asserts the Jew, simply because that's what he was raised to believe. "There is no God but Allah!" retorts the Muslim, because that's how he was raised. Meanwhile, thousands of Christians kill each other over whether the Father, Son and Holy Ghost are all of the same essence, or separate manifestations of the same indivisible godhead. Almost the entire history of religion is people dismissing, without evidence, what other people have claimed without evidence.

No, all those parties are basing their views of evidence.  The Bible is evidence to the Jew or Christian, the Koran is evidence to the Muslim. 

That is quite true, but it doesn't mean that the criticism is invalid, either. The critique, as well as the idea, must be judged on its merits. I judged your idea, found that your logic contained two faulty assumptions, and indicated them to you. You then judged my criticism, found it "pretty good", and then ignored it completely, going right back to your original (indeed, only) argument, which you now knew to be incorrect. You would rather weld yourself to a bad idea than admit that I had a better one.

No, I just pointed out that they were quite valid, in a wider context than the narrow context we were discussing. 

WTF? So far, your thoughts as to the "implementation" of goblins needing to be cruel have mainly focused on dire prognostications that the change could never work, as it would infallibly and immediately cause all goblin civs to crumble and die. Not exactly in the spirit of constructive criticism.

It won't work unless there are suitable victims other than goblins to torment, otherwise it is basically like trying to base a population on cannibalism.  My other point is that because this is the case it creates a moral dilemma by which genocide arguably becomes right, a situation that does not exist with the present goblins.  The present goblins create no more problem than the existence of cruel dwarves does, your new goblins on the other hand are quite something different. 

I may not have the right to demand that you change your opinion, but I do have the right to say your opinion is wrong--and even prove it, if I can. More relevant is the fact that different opinions should not automatically be assumed to be of equal merit: If one person says, "It's night-time", and the person next to them says, "No, it's broad daylight," an impartial observer should not simply let them agree to disagree, the impartial observer should look out the damn window. But our differences are even more fundamental than that: I am arguing like someone saying, "I'm pretty sure there could be at least eight different flavors of ice cream," to which you reply, "No, flavors other than mint chip are impossible, as anything else would cause the freezer to short-circuit, and all the ice cream would melt." Now, I like mint chip, and could happily go the rest of my life eating no other flavor. But I know that it's factually wrong to pretend that other ice cream flavors either don't or can't exist, and it's morally wrong for me to try to force that flavor onto those who might prefer chocolate, or those that like variety. That's why I'm not the one arguing that the only way to play Dwarf Fortress, is the way that I like to play Dwarf Fortress.

I don't think I ever claimed people were obliged to agree with me!  It is just not the case that a person can criticise a person for not changing their mind about something. 

In many cases, the "only 8 flavors of icecream" argument is very much valid.  The tricky part is that often this is not so much a case as the 9th flavor cannot exist but that it is so improbable/contrived/unlikely that it can usually be discounted.  The trouble is that we are dealing with procedural generation however, then this question is very important. 

Agreed. Someone unbiased (that is, not GoblinCookie or myself) should probably decide what ideas / details are worthy suggestions or not, and compile them for Toady.

If GoblinCookie & I clash ever again, I'll simply start a new thread just for that purpose--if, while arguing, either of us manages to say anything suggestion-worthy, we can copy just that bit out to the main thread.

That sounds like a disastrous idea.  Especially if it catches on, imagine if every last element of discussion in every thread ends up with it's own thread?
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 24, 2018, 03:42:29 pm
OP updated with all the relevant suggestions I could find. Things I'm not counting as relevant are:

Desks, altars, and gaming tables
The lighting/oxygen discussion
High-privacy dwarves getting bad thoughts from having to use public rooms (dining rooms, temples, e.c.t.), and good thoughts from using personal rooms
Race-specific needs
The cruelty dependency discussion
Self harm
Specifics on how religious traditions could work

If there's stuff that's neither here nor in the OP, lemme know, probably missed it while skimming through the derails.

GoblinCookie, oh yeah I forgot about world pop caps.

And mods will be mods, I could currently make it so good biomes are populated exclusively by my own handcrafted jabberwockies and also it rains elf tears, if I so desired.

Also, I'm not even gonna bother delving any further into arguing which religious traditions should be allowed, I don't really care to be honest, the concept adds flavour which I like, but exactly what is allowed isn't something I'm bothered about. The implications of any such traditions on social lives have already been discussed, nobody seems to take issue with the suggestions in that part, so further discussions belong in another thread, that is if anyone actually cares.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 24, 2018, 09:23:00 pm
OP updated with all the relevant suggestions I could find. Things I'm not counting as relevant are:
. . . gaming tables
Actually, gaming tables do seem relevant, as some games could attract a number of spectators (given a setting with enough bystanders), perhaps even with some gambling on the outcome.


If I mod goblins so that they have a cruelty-quota in a world where suffering does not exist, what then?
Cruelty-dependent goblins would either not exist at all (just as they are currently dependent on the existence of demons), or they would be forced to subsist on nothing more than harsh language as their only outlet.

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The only level of societal organization required is mutual recognition of relative status, which the stronger goblins would naturally encourage and even enforce. The smallest/weakest/etc. goblin in any group is almost certainly going to be taking more than his fair share of abuse.
The difference is that every goblin knows that every other goblin is going to try to hurt them.  Every goblin is also trying to hurt all the other goblins.
Close--each goblin (I'll call him Goblin Bob) knows that all the other goblins are trying to hurt someone or something, so Bob knows that as long as he can avoid being chosen as a target of abuse (i.e., avoid screwing up or appearing weak in front of the other goblins), Bob knows that he's going to have a good day. Smack some lower-ranking goblin upside the head, take a child's sweetroll. The kid's mom might cuss Bob out as he walks away, but if he flips her off in reply he still saves face. And as long as the majority of goblins can usually have good days, the band can have enough cohesion to stay together.

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That basically means that all goblins inherently fear all other goblins, the only most common way for goblin society to come about in our scenario is if the individual goblins are already in the predatory relationship of preying on some other suitable creature so they can de-facto have a reason to trust each-other.
YES. Finally. (I took the liberty of replacing your "only" with "most common", but at this stage I'll settle for that minor edit.) It's not that goblins don't hate/fear/despise each other (they do), it's that they hate/fear/despise other creatures more. And in the extreme case where there literally are NO other creatures but goblins about, or for some other reason the level of intra-group mutual hatred reaches the critical tipping point, the civilization would most likely not break down to the level of individual, solitary goblins: what would happen is the civ would split, forming two or more new civs that each coalesce around a particularly strong goblin. Bob knows that if he's alone, and he encounters goblins that have already reformed into a band, he's much more likely to be made into their whipping boy, so he wants to join a band as quickly as possible. Result? At least two new groups, all members of which hate each other, but not as much as they hate the other group. If one group conquers the other(s), repeat as needed.

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Again you pretend that there are no beings other than goblins to torment,
No pretending at all, that is the situation we are talking about remember?
It may be what you were talking about, but I sure wasn't--when I described a goblin civilization as being "isolated," I thought that was understood to mean "isolated from other civs", not "cut off from literally every other type of animal, including vermin". The only time I think I've ever discussed goblins existing entirely on their own was in the paragraph just above.
     Personally, I think goblins having animals nearby is pretty much a given, quite apart from their known behavior of using trolls and mounts. Even if their dietary needs don't turn out to be largely carnivorous, they should still desire to (be seen to) eat lots of meat, because vegetarianism would almost certainly be perceived as an extreme weakness--and besides, you've GOT to be at least as carnivorous as those pansy elves, right? Ideally, goblins would both hunt AND keep livestock: There's cruelty in knowing that you're running an animal to its death, but it's also good to keep your torment animal close by, in case you don't feel like chasing anything today. And since we know goblins are particularly fond of raiding other sites and kidnapping living things, it's odd to suppose that they'd steal children but not animals.

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Everbody knows there *has* to be a whipping boy, everyone knows there *has* to be a punishment.
Eh, not necessarily. A goblin society could probably exist with just random and/or hierarchical cruelty for quite some time, especially if the lowest-tier goblins have some animals to abuse. Whipping boys might simply be a nice change of pace, to unify the band against a minority of scapegoats, or the leader could believe that a rival is growing too strong, and this is a way to bring him down a few pegs.

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Goblins aren't megabeasts, they cannot wreck mayhem on a civilisation scale as individuals.
Who said they had to act as individuals? If Goblin Bob kidnaps some tigerman's nephew (and gets seen doing it), that tigerman's going to hate Goblin Bob. But if a bunch of goblins attack and babysnatch, then the tigerman is just going to hate "goblins" in general. Tough luck for Bob if the tigerman catches him alone, whether or not it was actually Bob who took the kid.

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Stupider is a word.
Descriptively, yes. Prescriptively, no. If your dictionary says that the word "literally" also means "figuratively", then it's a descriptive dictionary and should be used only if you don't particularly care about being accurate when you speak. In short, "stupider" only became a word because enough stupid people didn't care that it wasn't a real word. So using it (and "an accidental") when you're trying to sound impressively well-read is counter-productive.

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I do not recall intending that to be an ad-hominen.  What does lead down that road?
Well, it sure came off that way. But I suppose if you can be wrong about me sounding angry, I can be wrong about you sounding belittling.
If you really were trying to equate intelligence with surety of opinion (and I fail to see what other line of attack that passage could have had), then I would simply mention the huge abundance of cases of profoundly ignorant people being absolutely dead-set in their ideas (so much so that literally nothing can dissuade them), crossed with a quote or two about highly intelligent people actually being the most imaginative. Or, even worse, the two of us could compare our academic credentials, because I know that the entire forum's just dying to see us get into an actual pissing contest.  ::)

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You can provide no evidence for those intangibles, yet you claim they exist.
I say again--I hope you're not literally asking for physical proof. If that's what's required, then a VAST wealth of things, including Dwarf Fortress itself, arguably do not exist. Please specify what you would/would not consider to be evidence in this regard, and be advised that I will hold other intangibles to this same standard.

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I was claiming that human rights confuse legality with morality.  My question to you was whether human rights are morality or law, a question you dodged by taking objection to my disbelief in the concept as it stands.
My "dodge" originated out of my surprise that anyone would actually question their existence. The only "confusion" was created when the pre-existing moral rights were given formal legality, a distinction that most people do not find confusing in the least. And when you say "my disbelief in the concept as it stands," should I take that to mean that you do indeed actively disagree with the idea of inalienable human rights?

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You cannot have it both ways.  If human rights are morality they can in fact be universal, but they stand on an even footing with all other moral systems, including that of slavers.
Ah, but I can have it both ways if I accept that some people are evil. But are you truly arguing that all moral systems, perhaps even by definition, are equal? In other words, what IS evil, from your point of view?

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basically it is the Is-ought problem (https://en.wikipedia.org/wiki/Is%E2%80%93ought_problem).
We don't need a philosophy derail on top of everything else, come on!

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For a punishment to fit the crime, it must cause suffering in proportion to, but always less than, the amount of suffering caused by the crime itself.
That is your opinion but a number of historical civilisations were definitely committed to the eye-for-an-eye principle that the punishment should be of equivalent nastiness as the crime.
True. But it is also true that Gandhi is regarded as having been considerably more ethical than those civilizations. Take a tooth for a tooth if you want to, it's your fort, but don't try to lecture me on morality while you're doing it.

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You have a responsibility to the victims, past and future to keep those inclined to harm them from carrying out what is in their nature, punishments are judged by whether they will terrify the perpetrators enough to keep them from actually doing what they wish to do.  In inverse of the above situation, punishments are necessary evils that exist to compel individuals into serving the greater good which is society/state.
The word is "deterrent". Yes, I admit there is some justification for the eye-for-an-eye approach, the problem is it simply places the local government on equal footing with the criminal. You could even go well beyond equal, and exact extremely harsh penalties for even minor offenses, but of course at that point, you're doing more harm than good, so what the hell are you doing, trying to govern? As for demonic rulers, demons most likely wouldn't balk about inflicting more pain than good, but they still wouldn't want to cause more actual harm than good.

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That is why it matters whether goblins are cruel due to this just being the expression of their personality or whether this is an actual *need*.  In the former case you can deal with them as you would any other being with undesirable characteristics, in the latter case however tolerating their very existence effectively betrays their present and future victims.
Fair enough, but in both cases, the overseer must weigh the goblins' inherent drawbacks (pain/fear/anger/possible violence of their victims, both animal and dwarf) against the benefits of having them around (expendable shock troops to bear the brunt of attacks?). Since their outward behavior is likely going to be pretty much the same if they have a quota or not, you must ask yourself how you'd feel about them if you didn't know one way or the other.

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The Bible is evidence to the Jew or Christian, the Koran is evidence to the Muslim.
Evidence cannot be subjective, it must be agreed upon by all parties--or at least a quorum of educated and disinterested outsiders. Also, physical existence does not constitute being physical evidence, just thought I'd mention that. An intelligent Christian, for example, can believe that the Bible is the Word of God, while also acknowledging that it is not proof of the existence of God, or of the validity of the laws espoused therein.

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My other point is that because this is the case it creates a moral dilemma by which genocide arguably becomes right, a situation that does not exist with the present goblins.  The present goblins create no more problem than the existence of cruel dwarves does, your new goblins on the other hand are quite something different.
I'm just going to admit that even the most persuasive argument I (or indeed, probably anyone) could muster here would just be wasted breath at this point.

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I don't think I ever claimed people were obliged to agree with me!
Forget "is" and "ought", the problem here is "could" and "could not". This is the Suggestions forum, and here, "could" is king. Things that could be done, features that could be added, ways the game could be improved. It's about broadening the range of possibility. Now look back over your posts. Count up all the times you expressed exclusive certainty, every time you embraced "could not". Every time you said that goblin society was certain to crumble, or that goblins must kill each other, or that goblins would always avoid each other. Every time you took a basic premise, and reduced it to only one inevitable outcome. THAT is "could not", THAT is dealing only in absolutes, THAT is having only mint chip ice cream, and THAT is not what we do here. Or at least, ought not.
By pretending that there was only one inevitable outcome to the idea I proposed, you were essentially telling me, and indeed everyone else, how to play the game--and if we didn't agree with you, then we must be stupid.


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If GoblinCookie & I clash ever again, I'll simply start a new thread just for that purpose--if, while arguing, either of us manages to say anything suggestion-worthy, we can copy just that bit out to the main thread.
That sounds like a disastrous idea.  Especially if it catches on, imagine if every last element of discussion in every thread ends up with it's own thread?
No, I mean a single thread for ALL of our messes. If you and I start a new argument ever again, one of us will make the thread, and that's where all of our fights will be contained from that point on. If we say anything actually relevant to the original idea (in this case, Dwarven Social Lives), we can copy that idea to where it might do some good. This forum ain't big enough for the two of us, so I'm proposing that we both leave, when we're not getting along.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 25, 2018, 06:15:22 am
SixOfSpades, gaming tables aren't relevant, particularly because they likely won't even be necessary for all games (IRL examples of table-less games being horseshoes and darts, as well as a large number of sports). Spectating games hasn't actually been discussed, but that does sound relevant, especially if sports happen cause there seems to be a big social component in being a sports-fan.

I reckon if this becomes a thing, they should have some of the one-sided relationship effects mentioned earlier, so that people start to admire expert players, become fans and stuff, and if they lose a lot on a bet they could blame the guy they bet on, or accuse the opposing contestant/team of foul play. Being fans rival contestants/teams could cause a slight relationship debuff too, for people who are particularly invested in the games at least, or just accusations of cheating could strain relations, either works. The same framework could also be used for gladiatorial combat too, though the one-sided relationship stuff might not really have much effect if the guy dies upon failure, they'd still accrue fans for killing stuff successfully. How about hooligans though? Fans that like to cause trouble/brawl getting a little overexcited and trashing the place, especially if their preferred contestant/team loses?
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 25, 2018, 12:12:13 pm
How about sports teams from other forts visiting your site for away games, and your team visiting theirs?
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 25, 2018, 04:05:35 pm
I'd imagine depending on how impressive your stadium was, you may even get visiting teams from other civs provided there was a game that both civs played. Interestingly, this would mean that as long as you weren't formally at war, you could get visited by goblins asking to play sports, provided your civ plays a sport that the goblins do too. I imagine most goblin sports would be blood sports, but I don't imagine dwarves shying away from having a little blood in their sports, especially if it's (mostly) goblin/elf blood.
Title: Re: Dwarven Social Lives
Post by: AceSV on July 25, 2018, 04:47:42 pm
I only read the first page, but I remember posting something kinda related to this that might be of interest:  http://www.bay12forums.com/smf/index.php?topic=150064.15

Maybe dwarf friends could work kinda like The Sims?  In The Sims a leader (usually the player controlled character) forms a "group" and the other members will "follow the leader" to whatever the leader wants to do.  Generally this is controlled by the player, but NPC sims also wander around in group-like units.  New people can join the group, and people can leave the group if they need to eat, sleep or go to work.  At the end of the outing it gets a grade (the sim will say something like "I had a great time" or "Yawn, snoozeville...") that impacts the relationship levels.  The full info:  http://sims.wikia.com/wiki/Outing
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 25, 2018, 06:13:46 pm
AceSV, looking through your thread, I'd say:

Singles bars seem a bit redundant if the stuff in the OP in this thread are implemented, so it's kinda a question of which one Toady prefers the flavour of and/or thinks will be easier to implement.

Aphrodisiacs seem reasonable, alcohol can temporarily affect personality so other consumables increasing lust for a while should be possible without too much work

Obviously I have no issue with dating, not a big fan of date reports though, seems like it'd be unnecessary work for Toady and unnecessary clutter on the reports screen, you can tell whether or not the date went well by changes in relations, or in extreme cases, whether there's a combat report or not.

I'm with the other posters there on the subject of arranged marriages, if arrangements happen it should be the family that does it, not the player, cause if the government is involved it isn't arranged marriage, it's eugenics.

I do like the suggestion that came up later in your thread, that children could occasionally be born out of wedlock, bastards certainly have created their fair share of drama in both history and fiction.

As for the "follow the leader" behaviour, that'd work for gangs, militia squads, or other groups that actually might have a leader, but for anyone else it's just unneeded, dwarves can already gather around any random pathable position, and travel between multiple such positions. To see what I mean, all you need to do is tell a militia squad to go patrol a route.
Title: Re: Dwarven Social Lives
Post by: scourge728 on July 25, 2018, 08:51:36 pm
But what if eugenics is the intended goal?
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 25, 2018, 09:37:44 pm
If you're actually planning on eugenics? You can already lock them in a room together with nothing to do but talk and produce the next generation. Why add in government mandated marriage as a feature when it already exists as a workaround to an existing but incomplete feature?
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 26, 2018, 08:47:05 am
Cruelty-dependent goblins would either not exist at all (just as they are currently dependent on the existence of demons), or they would be forced to subsist on nothing more than harsh language as their only outlet.

That question was not addressed to you. 

Close--each goblin (I'll call him Goblin Bob) knows that all the other goblins are trying to hurt someone or something, so Bob knows that as long as he can avoid being chosen as a target of abuse (i.e., avoid screwing up or appearing weak in front of the other goblins), Bob knows that he's going to have a good day. Smack some lower-ranking goblin upside the head, take a child's sweetroll. The kid's mom might cuss Bob out as he walks away, but if he flips her off in reply he still saves face. And as long as the majority of goblins can usually have good days, the band can have enough cohesion to stay together.

Each goblin knows that every goblin is going to try to hurt him and therefore he avoids all the other goblins, except when he is seeking to hurt another goblin.  Whenever another goblin seems interested in you, you avoid that other goblin particularly since you know that that other goblin is only interested in you because he wants to hurt you.  If another goblin successfully hurts you, then you both fear and hate the other goblin, causing you to avoid him all the more.  But you also need to hurt other goblins, but every other goblin knows that already. 

There is no goblin society is there? 

YES. Finally. (I took the liberty of replacing your "only" with "most common", but at this stage I'll settle for that minor edit.) It's not that goblins don't hate/fear/despise each other (they do), it's that they hate/fear/despise other creatures more. And in the extreme case where there literally are NO other creatures but goblins about, or for some other reason the level of intra-group mutual hatred reaches the critical tipping point, the civilization would most likely not break down to the level of individual, solitary goblins: what would happen is the civ would split, forming two or more new civs that each coalesce around a particularly strong goblin. Bob knows that if he's alone, and he encounters goblins that have already reformed into a band, he's much more likely to be made into their whipping boy, so he wants to join a band as quickly as possible. Result? At least two new groups, all members of which hate each other, but not as much as they hate the other group. If one group conquers the other(s), repeat as needed.

Not so, the cruelty-quota goblins hate each-other more than they hate all other creatures, that is because all the other goblins have to hurt each-other but the other creatures don't need to hurt goblins.  The necessary basis for cruelty-quota goblin society is that the goblins agree to, under normal circumstances refrain from being cruel to each-other and meet out their cruelty on their hapless victims, which having banded together they can now reliably subjugate. 

The victims however cannot be goblins, since they would themselves have to be cruel to a third party, but they don't have any outlets except each-other or their masters, both of which results in their self-destruction. 

It may be what you were talking about, but I sure wasn't--when I described a goblin civilization as being "isolated," I thought that was understood to mean "isolated from other civs", not "cut off from literally every other type of animal, including vermin". The only time I think I've ever discussed goblins existing entirely on their own was in the paragraph just above.
     Personally, I think goblins having animals nearby is pretty much a given, quite apart from their known behavior of using trolls and mounts. Even if their dietary needs don't turn out to be largely carnivorous, they should still desire to (be seen to) eat lots of meat, because vegetarianism would almost certainly be perceived as an extreme weakness--and besides, you've GOT to be at least as carnivorous as those pansy elves, right? Ideally, goblins would both hunt AND keep livestock: There's cruelty in knowing that you're running an animal to its death, but it's also good to keep your torment animal close by, in case you don't feel like chasing anything today. And since we know goblins are particularly fond of raiding other sites and kidnapping living things, it's odd to suppose that they'd steal children but not animals.

I don't think it matters much if the goblins have torture-slaves or torture-animals.  I was operating on the assumption that animal suffering does not count, in order to avoid opening a huge can of worms and derailing the thread into a discussion of animal rights.  Basically speaking, if animal suffering counts towards the cruelty-quota then we have an answer to Jeremy Bentham's question concerning animals "can they suffer?" in the affirmative.

Basically if you let the goblins live, you have collaborated in the suffering they *must* inflict on animals and the fact that torturing animals works confirms that animal suffering is similar to human suffering.  You solution of isolation was assumed to imply either that animal suffering does not work for goblins, or the isolation is from animals also. 

Eh, not necessarily. A goblin society could probably exist with just random and/or hierarchical cruelty for quite some time, especially if the lowest-tier goblins have some animals to abuse. Whipping boys might simply be a nice change of pace, to unify the band against a minority of scapegoats, or the leader could believe that a rival is growing too strong, and this is a way to bring him down a few pegs.

That is a rather unlikely scenario given there is no goblin society.  The goblins also presumably know that they have to inflict a given amount of cruelty per month and they also know all the other goblins in their group are also goblins.  That creates a problem in that it makes minor forms of cruelty that are physically less damaging ineffective, if a goblin insults another goblin, rather than properly suffering he will just say "aha you just said that because you had a cruelty-quota to meet,".  Only really nasty forms of torture can overcome this rational comprehension.

Who said they had to act as individuals? If Goblin Bob kidnaps some tigerman's nephew (and gets seen doing it), that tigerman's going to hate Goblin Bob. But if a bunch of goblins attack and babysnatch, then the tigerman is just going to hate "goblins" in general. Tough luck for Bob if the tigerman catches him alone, whether or not it was actually Bob who took the kid.

If a group of goblins attacks a group of tigermen, then the tigermen group will hate the goblin group.  Do not make the fundamental intellectual error of the racist and ethno-nationalist, that of confusing groups with classifications.  Two things that have traits in common do not exist in a common relationship simply by virtue of that fact. 

In some cases however conflicts exist between classifications themselves.  Cats and mice are both classifications, but they are classifications that are inherently in conflict.  In the case however, the goblin-group knows that their conflict with the tigerman group is a classification level conflict, the tigerman group however does not realise that (yet) and the goblins are better off if they remain ignorant. 

This is why goblin-groups are a bad idea for goblins.  Goblin Bob does better if instead of fighting along with his fellow goblins, he defects to join the tigermen group and fight against the other goblins.  Joining that group means he has a huge number of victims to choose from, enough that the tigermen will not realise the classification-level conflict that exists.  It gets better in that if the tigerman group expands and grows, there are an ever greater number of victims for Goblin Bob and an even lower risk of exposure. 

Descriptively, yes. Prescriptively, no. If your dictionary says that the word "literally" also means "figuratively", then it's a descriptive dictionary and should be used only if you don't particularly care about being accurate when you speak. In short, "stupider" only became a word because enough stupid people didn't care that it wasn't a real word. So using it (and "an accidental") when you're trying to sound impressively well-read is counter-productive.

I could have said "less intelligent" but that would not do.  The reason it does not do is because the very phrase implies that creatures have some essential attribute of intelligence prior to the situation I was describing.  Cleverness and stupidity are preformative, not essential.  It is like a person goes to the gymn ends up with large muscles, the person who acts clever becomes clever because in acting cleverly he develops his brain physically.

Well, it sure came off that way. But I suppose if you can be wrong about me sounding angry, I can be wrong about you sounding belittling.
If you really were trying to equate intelligence with surety of opinion (and I fail to see what other line of attack that passage could have had), then I would simply mention the huge abundance of cases of profoundly ignorant people being absolutely dead-set in their ideas (so much so that literally nothing can dissuade them), crossed with a quote or two about highly intelligent people actually being the most imaginative. Or, even worse, the two of us could compare our academic credentials, because I know that the entire forum's just dying to see us get into an actual pissing contest.  ::)

People can basically be sure for two reasons.  One is they are clever enough to know why everything they are saying is true and you are not yet clever enough to prove them wrong.  The second is that they are what I call intellectual authoritarians, they are sure because their authorities have told them such is so and all truth comes from those authorities.  To argue with them is to argue with their authorities and their authorities are clever than they are, so if anyone disagrees with them it must imply they are claiming equality with their authorities, but their authorities have [Insert Special Qualification here] unlike you.

I say again--I hope you're not literally asking for physical proof. If that's what's required, then a VAST wealth of things, including Dwarf Fortress itself, arguably do not exist. Please specify what you would/would not consider to be evidence in this regard, and be advised that I will hold other intangibles to this same standard.

I don't believe that, that is just what your position leads too. 

My "dodge" originated out of my surprise that anyone would actually question their existence. The only "confusion" was created when the pre-existing moral rights were given formal legality, a distinction that most people do not find confusing in the least. And when you say "my disbelief in the concept as it stands," should I take that to mean that you do indeed actively disagree with the idea of inalienable human rights?

I cannot really decide whether I disagree or disagree unless I know whether I am dealing fundamentally with a moral concept or a legal one.  Since a great deal of war and chaos is the product of such a confusion I am forced to reject the concept of human rights. 

Ah, but I can have it both ways if I accept that some people are evil. But are you truly arguing that all moral systems, perhaps even by definition, are equal? In other words, what IS evil, from your point of view?

You can declare them evil all you wish, they can also declare you evil all they wish.  The crucial thing here is that you can suppress slavery all you wish in your own legal domain and they can allow slavery all they wish in their own legal domain.  You can argue that they are wrong, but you don't have the 'right' to liberate their slaves because your morality gives them inalienable human rights not to be enslaved.

In order to be enforceable they would have to be law and that would require the slavers to fall under your jurisdiction.  You can legislate according to morality, but you cannot impose morality against law, even if that law is not your own. 

We don't need a philosophy derail on top of everything else, come on!

That is the fundamental problem though, is slavery actually prohibited or it just that it ought to be prohibited. 

True. But it is also true that Gandhi is regarded as having been considerably more ethical than those civilizations. Take a tooth for a tooth if you want to, it's your fort, but don't try to lecture me on morality while you're doing it.

There are too basic systems of justice.  The original system of justice, which was practised in full by the Anglo-Saxons is a compensatory system.  If I steal an apple from your orchard and am caught, all I must do is give you an apple or something of equivalent value to an apple and I have made amends.  When applies to violence a somewhat warped situation occurs to our eyes, everyone and everyone's body parts and lives end up having an actual monetary price, the price paid for murdering someone in called the Were-geld (man-price).  The higher your status, the greater the price that would have to be if you were murdered.

This system however has the problem that it basically makes no attempt to modify people's actual behaviour, nor is that it's purpose.  Hence the rulers at some point actually switch to deterrent justice, this is a 'pragmatic' system by which we devise punishments based upon what will terrorise the population into behaving according to your will.  The trouble is that they have to sell the new system according to the old system, creating an illogical 'eye for an eye' situation.

If I burn your orchard down, in the compensatory system I have to hand over my orchard to you.  In the hybrid system however, we burn your orchard down because you burned down mine first.  Ghandhi famously said "an eye for an eye makes the whole world blind", but the whole thing was actually a compromise between the two systems of justice.  Given that violence already has a price, once we accept compensation is valid even if does not profit the victim, we have lots of deterrence potential.   

The word is "deterrent". Yes, I admit there is some justification for the eye-for-an-eye approach, the problem is it simply places the local government on equal footing with the criminal. You could even go well beyond equal, and exact extremely harsh penalties for even minor offenses, but of course at that point, you're doing more harm than good, so what the hell are you doing, trying to govern? As for demonic rulers, demons most likely wouldn't balk about inflicting more pain than good, but they still wouldn't want to cause more actual harm than good.

The idea is to convince individuals to act against their nature.  It is their basic nature to do stuff you don't like, but it is also their basic nature to be scared of something, we solve the first problem by the second.  The thing is however, that the very ideas related to the Fundermental Attribution Error (https://en.wikipedia.org/wiki/Fundamental_attribution_error), by which we ascribe the behaviour of individuals primarily to the individuals own internal nature. 

If evil things simply come from inherently evil people, then the only solution is to terrorise all the evil people into behaving themselves.

Fair enough, but in both cases, the overseer must weigh the goblins' inherent drawbacks (pain/fear/anger/possible violence of their victims, both animal and dwarf) against the benefits of having them around (expendable shock troops to bear the brunt of attacks?). Since their outward behavior is likely going to be pretty much the same if they have a quota or not, you must ask yourself how you'd feel about them if you didn't know one way or the other.

No their outward behaviour will not be the same.  In the present case anything that would work to discourage cruel dwarves from being nasty will work on goblins.  In your case however, the goblins will always hurt others and there is nothing that you can do about it, because there is nothing they can do about it. 

Evidence cannot be subjective, it must be agreed upon by all parties--or at least a quorum of educated and disinterested outsiders. Also, physical existence does not constitute being physical evidence, just thought I'd mention that. An intelligent Christian, for example, can believe that the Bible is the Word of God, while also acknowledging that it is not proof of the existence of God, or of the validity of the laws espoused therein.

Evidence is always subjective.  That is because to be evidence it has to be apparent and hence it is subjective.  The only things that are objective is the unknowable 'world of things in themselves' and the principles of logical reasoning. 

Forget "is" and "ought", the problem here is "could" and "could not". This is the Suggestions forum, and here, "could" is king. Things that could be done, features that could be added, ways the game could be improved. It's about broadening the range of possibility. Now look back over your posts. Count up all the times you expressed exclusive certainty, every time you embraced "could not". Every time you said that goblin society was certain to crumble, or that goblins must kill each other, or that goblins would always avoid each other. Every time you took a basic premise, and reduced it to only one inevitable outcome. THAT is "could not", THAT is dealing only in absolutes, THAT is having only mint chip ice cream, and THAT is not what we do here. Or at least, ought not.
By pretending that there was only one inevitable outcome to the idea I proposed, you were essentially telling me, and indeed everyone else, how to play the game--and if we didn't agree with you, then we must be stupid.

I am going to just let this rant go.  It is not my job to argue with myself. 

No, I mean a single thread for ALL of our messes. If you and I start a new argument ever again, one of us will make the thread, and that's where all of our fights will be contained from that point on. If we say anything actually relevant to the original idea (in this case, Dwarven Social Lives), we can copy that idea to where it might do some good. This forum ain't big enough for the two of us, so I'm proposing that we both leave, when we're not getting along.

I don't agree that we make big messes at all.  We have actually been talking about dwarven social lives all along.  I also don't want to have a whole other bunch of arguments about what exactly is on-topic and what should go in the main thread. 
Title: Re: Dwarven Social Lives
Post by: Bumber on July 26, 2018, 10:23:30 am
We have actually been talking about dwarven social lives all along.
Haha, what? :P
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 26, 2018, 03:32:19 pm
That question was not addressed to you.
So what? It's a public forum, I'm allowed to have opinions, especially when it's considering an idea (cruelty-dependent goblins) that I came up with.

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Each goblin knows that every goblin is going to try to hurt him and therefore he avoids all the other goblins, except when he is seeking to hurt another goblin.  . . . There is no goblin society is there?
I'm going to be direct here, and just flat-out ask you if you have ANY intention at all of ever supporting this thesis in any way, besides simply stating it over and over. And over. And over and over and over and over. I keep coming up with alternate possibilities, modifiers, workarounds, completely plausible snapshots of a working goblin society, and you just keep sticking your fingers in your ears & saying "Nuh-uh, can't happen, 'cause I said so." Repetition and persistence are remarkably poor substitutes for a competent line of argument.

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Not so, the cruelty-quota goblins hate each-other more than they hate all other creatures, that is because all the other goblins have to hurt each-other but the other creatures don't need to hurt goblins.  The necessary basis for cruelty-quota goblin society . . .
Again with the gross and unfounded assumptions about how the entire goblin population must behave in a certain way, and that they could never behave in any other way.

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the goblins agree to refrain from being cruel to each-other and meet out their cruelty on their hapless victims
https://www.merriam-webster.com/dictionary/mete (https://www.merriam-webster.com/dictionary/mete)

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The victims however cannot be goblins, since they would themselves have to be cruel to a third party, but they don't have any outlets except each-other or their masters, both of which results in their self-destruction.
So, you're saying that goblins cannot be very cruel to one another . . .
Everbody knows there *has* to be a whipping boy
Except, of course, when they can? I guess?

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I was operating on the assumption that animal suffering does not count, in order to avoid opening a huge can of worms and derailing the thread into a discussion of animal rights.
While your deep and abiding concern for thread derails is duly noted, for our purposes it doesn't matter if animals suffer pain or not--what matters is that goblins think they do, making animals valid targets for cruelty.

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You solution of isolation was assumed to imply either that animal suffering does not work for goblins, or the isolation is from animals also.
False. The situation of isolation first came up only in terms of civ-level interactions with other civs . . . or lack thereof, necessitating some form of internal conflict within the goblin civ itself. The discussion didn't even mention animals in any context, as you should know because you took part in it:
. . . is genocide against goblins acceptable because if goblins are allowed to survive they will necessarily have to hurt other beings in order to survive and stay sane?
Other beings, yes, but not necessarily other races. An isolated goblin civ could happily keep itself occupied with gang wars and other forms of infighting. Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.

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Only really nasty forms of torture can overcome this rational comprehension.
Pardon my bluntness, but are you speaking from experience, or from out of your ass?

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Do not make the fundamental intellectual error of the racist and ethno-nationalist, that of confusing groups with classifications.
Do not make the fundamental assumption that the tigerman has spent 20 credits in night school taking courses in Understanding Racial Differences 101 and Avoiding Hate Speech.

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This is why goblin-groups are a bad idea for goblins.  Goblin Bob does better if instead of fighting along with his fellow goblins, he defects to join the tigermen group and fight against the other goblins.
Yeah, because that doesn't go directly against literally every single depiction of goblins and orcs ever made.

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Joining that group means he has a huge number of victims to choose from, enough that the tigermen will not realise the classification-level conflict that exists.  It gets better in that if the tigerman group expands and grows, there are an ever greater number of victims for Goblin Bob and an even lower risk of exposure.
Wait, what? "The tigermen will not realize the conflict"? "Lower risk of exposure"? I can't quite work out what you think you're saying here, but you seem to be suggesting that Goblin Bob is frequently being cruel to his tigermen "friends" . . . and somehow they don't know it's him?

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People can basically be sure for two reasons.  One is they are clever enough to know why everything they are saying is true and you are not yet clever enough to prove them wrong.  The second is that they are what I call intellectual authoritarians, they are sure because their authorities have told them such is so and all truth comes from those authorities.
And the third obvious possibility, which I am sure has occurred you but which you have omitted for most mysterious reasons, is that they are too stubborn to recognize the viability of any possibility but the one which they have already decided must be true--especially when this new possibility is suggested by someone they dislike.

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. . . should I take that to mean that you do indeed actively disagree with the idea of inalienable human rights?
I cannot really decide whether I disagree or disagree unless I know whether I am dealing fundamentally with a moral concept or a legal one.  Since a great deal of war and chaos is the product of such a confusion I am forced to reject the concept of human rights.
If you really feel that your tortuous grasp of semantics is sufficient reason to disregard basic moral compassion . . . Well then, you are lost!

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You can argue that they are wrong, but you don't have the 'right' to liberate their slaves because your morality gives them inalienable human rights not to be enslaved.
I already stated that "it's morally wrong to seek to forcibly impose one's own values upon another culture," four pages back, I'll thank you not to take this discussion back to where it was a week ago. Circular reasoning is bad enough, without an actual time loop.



I'm too bored to bother with knocking down the rest of your claims. GoblinCookie, this post of yours was largely a train wreck, jumping from one disjointed argument or incongruous digression to the next, with only repetition to hold it into some form of coherence. I'll just be happy that you will almost certainly never be in a position to impose your own ideas of morality, punishment, and evil upon others.
Title: Re: Dwarven Social Lives
Post by: Starver on July 26, 2018, 03:38:47 pm
We have actually been talking about dwarven social lives all along.
Haha, what? :P
I'll be frank (...and you can be dean...) and say that I'm entirely ignoring those walls of text.

Yes, me. Walls of text. Ignoring.

I'm glad to know I needn't read them.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 28, 2018, 05:53:32 am
We have actually been talking about dwarven social lives all along.
Haha, what? :P

It really goes like this.  Dwarven Social Gatherings > Effect of oxygen on dwarven society > Need of humans for sunlight > Societal Effect of Goblins needing to be cruel.  So at no point did we ever stop talking about society.

So what? It's a public forum, I'm allowed to have opinions, especially when it's considering an idea (cruelty-dependent goblins) that I came up with.

In a thread that has already over-centralised onto ourselves, directing more discussion towards the black-hole of Six-Of-SpadesVSGoblinCookie is hardly a good idea. 

I'm going to be direct here, and just flat-out ask you if you have ANY intention at all of ever supporting this thesis in any way, besides simply stating it over and over. And over. And over and over and over and over. I keep coming up with alternate possibilities, modifiers, workarounds, completely plausible snapshots of a working goblin society, and you just keep sticking your fingers in your ears & saying "Nuh-uh, can't happen, 'cause I said so." Repetition and persistence are remarkably poor substitutes for a competent line of argument.

I have already supported the thesis with a wall of text, perhaps you could reread it?   

Again with the gross and unfounded assumptions about how the entire goblin population must behave in a certain way, and that they could never behave in any other way.

They are not gross and unfounded assumptions, they are the logical consequences of the cruelty-quota.  If all folks have to inflict a given amount of cruelty every month, this is a very big change and we cannot just assume things will go on as they would otherwise.

So, you're saying that goblins cannot be very cruel to one another . . .
Everbody knows there *has* to be a whipping boy
Except, of course, when they can? I guess?

No, I am saying goblins cannot be required to inflict actual suffering on other beings to meet a quota, or rather that this being so has consequences you are stubbornly refusing to accept.  Goblins can certainly be cruel in an ordinary sense, that is a different ballpark because that can be constrained by social context and societal regulations.  A cruelty quota cannot really be constrained, it can only be sated at the expense of some outside group. 

While your deep and abiding concern for thread derails is duly noted, for our purposes it doesn't matter if animals suffer pain or not--what matters is that goblins think they do, making animals valid targets for cruelty.

We are talking about a situation where the suffering has to be real.  If imaginary suffering works, then we can simply have our goblins pretend to hurt dummies can't we?   

False. The situation of isolation first came up only in terms of civ-level interactions with other civs . . . or lack thereof, necessitating some form of internal conflict within the goblin civ itself. The discussion didn't even mention animals in any context, as you should know because you took part in it:
. . . is genocide against goblins acceptable because if goblins are allowed to survive they will necessarily have to hurt other beings in order to survive and stay sane?
Other beings, yes, but not necessarily other races. An isolated goblin civ could happily keep itself occupied with gang wars and other forms of infighting. Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.

 ??? ???.  Restraining your evil tendancies makes no sense at all in the situation you are referring too, the goblins must hurt other beings, it has nothing to do with their personal evilness. 

Pardon my bluntness, but are you speaking from experience, or from out of your ass?

I prefer to call it common sense rather than speaking out of my ass.  If a person insults you unexpectedly then that will hurt you more than if a person tells you "hey I am going to insult you are 3.30 pm tommorow".  But if it was being roasted over a fire, then I doubt that foreknowledge would really make much difference; although it is difficult to test for ethical reasons.  Cruelty-quota goblin society tends towards a situation where everyone knows that everyone is going to have to hurt someone today, undermining the whole premise. 

Do not make the fundamental assumption that the tigerman has spent 20 credits in night school taking courses in Understanding Racial Differences 101 and Avoiding Hate Speech.

I was not talking to fictional tigermen, I was talking to you.  Things don't work that way objectively, what the tigerman subjectively believes is not what we are discussing. 

Yeah, because that doesn't go directly against literally every single depiction of goblins and orcs ever made.

Obviously, you made a major innovation to DF goblins and that innovation has consequences.  In all the other depictions goblins and orcs are cruel because that is what they are like, not because they have some quota for cruelty to meet for the month. 

Wait, what? "The tigermen will not realize the conflict"? "Lower risk of exposure"? I can't quite work out what you think you're saying here, but you seem to be suggesting that Goblin Bob is frequently being cruel to his tigermen "friends" . . . and somehow they don't know it's him?

Exposure here is the exposure that Goblin Bob is operating according to a cruelty-quota.  Also the more tigermen friends he has, the less often he has to mean to any of them, which means they are more likely to forgive him, provided he is lovely the rest of the time.

And the third obvious possibility, which I am sure has occurred you but which you have omitted for most mysterious reasons, is that they are too stubborn to recognize the viability of any possibility but the one which they have already decided must be true--especially when this new possibility is suggested by someone they dislike.

No, I am ommited it because they are the same thing!  You are no less an intellectual authoritarian if you declare *yourself* to be the authority and refuse to take notice of what anyone says because they are beneath you. 

In any case there is also a big problem in the world with "can't know, so I'm right".  This is where you start from a negative premise and then attack someone who positively knows something, relying upon the fact that they cannot be 100% sure in order to triumphantly declare "you don't actually *know* that", which allows you to then assert that actually the other side's position is really nonsense and actually you are right to dismiss.  When I said it was a big problem in the world, I meant it because that is basically how a global warming denier operates, they have no evidence or reasoning but instead pick holes in the position of the only people in a position to actually know (the climate scientists), to great effect in popular opinion unfortunately. 

If you really feel that your tortuous grasp of semantics is sufficient reason to disregard basic moral compassion . . . Well then, you are lost!

Human rights is not basic moral compassion, though a great deal of propaganda has gone into convincing you that.  Hear how often we have some bloody tyranny and we say it's got "bad human rights" instead of just saying they are bloody tyranny.  It is just a creed and one that is fundamentally flawed because none of it's proponents are ever willing to address the fundamental flaw in it, the conflation of law and morality, the "is so" and the "should be so".  Someone has in fact written a whole book on this problem (https://books.google.co.uk/books?id=8BBQDwAAQBAJ&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false). 

Human rights as a established thing basically go back to the French Revolution's, Rights of Man.  The consequence of their adoption was a huge self-destructive war which the French revolutionaries started because human rights de-legitimized all other sovereignties not based upon them, hence they were basically required to liberate the world by force.  The human rights concept tries to have it's cake and eat it, if it were to declare itself morality then it can be universal but it has no need for the whole paraphernalia of law that it aspires to have while if it were to declare itself law then it can no longer be considered universal.

Declaring a universal moral concept to be a law is practically tantamount to declaring yourself the Emperor of the Universe, which is why I am against the concept of human rights, it is not that I lack "moral compassion" but because I know what the logical consequences of such ideas are and have been in the past.

I already stated that "it's morally wrong to seek to forcibly impose one's own values upon another culture," four pages back, I'll thank you not to take this discussion back to where it was a week ago. Circular reasoning is bad enough, without an actual time loop.

I was saying your position is inconsistent.  In saying that other cultures have the legal right to violate human rights, you are in effect either denying their universality, or you denying that they are in fact law. 

I'm too bored to bother with knocking down the rest of your claims. GoblinCookie, this post of yours was largely a train wreck, jumping from one disjointed argument or incongruous digression to the next, with only repetition to hold it into some form of coherence. I'll just be happy that you will almost certainly never be in a position to impose your own ideas of morality, punishment, and evil upon others.

I am afraid you are out of luck; human rights are not only a dangerous concept, but they are also entirely a hypocritical dead-letter.  That means that figuratively speaking not only do I presently rule, but I have always ruled.  The reason why they are a dead-letter is that no government can actually adhere to them, all governments committed to such ideas are in fact lying and the reason for that is the factual basis of stable government is the very lack of any inherent legal rights pertaining to yourself simply by right of your humanity. 

It is like a pair of scales.  The government has no inherent right to rule and the citizen has no inherent right not be massacred.  Based upon this primeval balance a stable government can exist, the citizens agree to give the government the right to rule over them and the government grants the citizens the right not to be massacred.  All is well provided that everyone keeps their side of the bargain and the fact that both sides value their rights keeps them from violating the agreement, as with the termination of the agreement both sides would lose their respective rights.  Enter a hypothetical government that actually believes in human rights, now it has nothing to offer anyone since it is in effect inherently indebted to it's citizens to protect their rights to life.  Now there is no reason for the citizens to respect their right to rule, since regardless of how they behave they are still owed the right to live on account of being human. 
Title: Re: Dwarven Social Lives
Post by: Dorsidwarf on July 28, 2018, 08:14:04 am
I’ve never seen someone argue that all governments exist only by the constant threat of massacring their citizens. Sounds like it would make elections awkward since the old governments right to rule is being revoked in favour of the new government whoops they’re now mandated to kill everyone.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on July 28, 2018, 11:11:25 am
I’ve never seen someone argue that all governments exist only by the constant threat of massacring their citizens. Sounds like it would make elections awkward since the old governments right to rule is being revoked in favour of the new government whoops they’re now mandated to kill everyone.

It's not so much a threat as a promise or a contract; nobody get's massacred in return for nobody getting overthrown, the 'threat' is mutual as it were, it is the development of a mutually undesirable state.  The citizens are generally threatened with various bad stuff, being massacred by the government but one of them, but the government is also threatened with being overthrown either by the citizens or by rival foreign governments.  It does not matter at all here whether the government is elected by the citizens or not, since rival governments exist and also there are citizens who would disrespect the election results.  If the government is bound by it's own principles to grant everyone certain rights, then whatever rights are granted 'on the basis of being human' creates a debt which the government is then bound to pay. 

Since you are owed them, you do not have to offer the government anything in order to demand the government give it to you, which means the government essentially does not have any basis to demand the citizens uphold it's authority; since any other government is also bound to give them the same rights, on the basis of being human.  So the government falls and the cycle continues until a government comes to power that violates enough rights to destroy the presumption of the citizenry.  Once the citizenry comes to believe that they have no inherent rights, it becomes possible for a stable and enduring government to emerge. 

Anything I owe you I cannot offer to you.  Granted the government can grant minimal rights like the right to live as human rights and withhold the 'right to live a life worth living' to those that respect it's authority.
Title: Re: Dwarven Social Lives
Post by: Bumber on July 28, 2018, 12:43:17 pm
The USA's Constitution establishes a government by the People, for the People. It's supposed to exist as a shield for the citizens to wield, not as a separate entity that will massacre you if you try to vote them out. A democratic government's authority is upheld because it's useful. Would you have us believe that a government ruled by martial law is inherently more stable because it has more rights to bargain with?

We have actually been talking about dwarven social lives all along.
Haha, what? :P
It really goes like this.  Dwarven Social Gatherings > Effect of oxygen on dwarven society > Need of humans for sunlight > Societal Effect of Goblins needing to be cruel.  So at no point did we ever stop talking about society.
The last two are only tangentially related to dwarven society.

Also, in practice, very little was actually discussed of the effects of oxygen as it pertains to their social lives. Either they give up being dwarves and live on the surface, or they have a way negate the issue and go on as usual.
Title: Re: Dwarven Social Lives
Post by: FantasticDorf on July 29, 2018, 02:45:16 am
I’ve never seen someone argue that all governments exist only by the constant threat of massacring their citizens. Sounds like it would make elections awkward since the old governments right to rule is being revoked in favour of the new government whoops they’re now mandated to kill everyone.

Um what? I think this thread should be wound to a close now or least compiled into a number of key points, im usually pretty competent handling walls of texts but i have no idea what the last few pages were about.
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on July 30, 2018, 02:23:55 am
Yes, me. Walls of text. Ignoring.
I'm glad to know I needn't read them.
I think this thread should be wound to a close now or least compiled into a number of key points, im usually pretty competent handling walls of texts but i have no idea what the last few pages were about.
I would like to apologize, on behalf of GoblinCookie and myself, for this seemingly omnipresent scar on the front page of the forum. I wish it was more easily avoidable, but I just cannot abide deliberate attempts to stifle creativity just because somebody doesn't think the game should be played that way. At least I'll keep the remainder of this brief, and you have my word that our running disagreement will never again trouble another productive thread.


We have actually been talking about dwarven social lives all along.
Dwarven Social Gatherings > Effect of oxygen on dwarven society > Need of humans for sunlight > Societal Effect of Goblins needing to be cruel.  So at no point did we ever stop talking about society.
You list the thread's major changes of subject . . . to show that the thread stayed on the same subject?! Are you even trying to make sense?

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I have already supported the thesis [cruel goblin society can't exist] with a wall of text, perhaps you could reread it?
In the words of Truman Capote, "This isn't writing, this is typing."

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They are not gross and unfounded assumptions, they are the logical consequences of the cruelty-quota.
You have already shown yourself to be largely incapable of distinguishing between a logical argument and a gut reaction. I would ask you to provide a full breakdown of the logic process that you describe as a certainty, but it would only prolong the discussion and I know you couldn't do it anyway.

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We are talking about a situation where the suffering has to be real.  If imaginary suffering works, then we can simply have our goblins pretend to hurt dummies can't we?
As has been previously stated (again with the time loops), a dummy is unlikely to convince the goblin that he is actually inflicting pain. It is probably the perception of cruelty that's most important.

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Even if it wasn't isolated, this civ could still keep its cruelty directed inwards if it was consciously trying to restrain its evil tendencies, or (more likely) to avoid pissing off a far more powerful neighbor.
??? ???.  Restraining your evil tendancies makes no sense at all in the situation you are referring too . . .
It makes no sense to avoid a war?? Especially one you'd be sure to lose? And you say you studied History??

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If a person insults you unexpectedly then that will hurt you more than if a person tells you "hey I am going to insult you are 3.30 pm tommorow".
Come on, you're making this too easy for me. If the school bully randomly sucker-punches you in the hall between classes, does that somehow hurt more than when he says, "I'm gonna kick your ass under the bleachers after school," & then follows through on that threat? Or is the delayed beating worse, because a) more people are gathered to watch you get creamed, b) he wants to put on a good show for them, so he's hardly likely to hit you only once, c) you've got the rest of the school day to waste on worry and dread, and even d) his status goes up even more because he showed enough confidence and style to warn you beforehand. If anything, spontaneous cruelty is the gentler of the two.

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Things don't work that way objectively, what the tigerman subjectively believes is not what we are discussing.
Too bad. If the tigerman sees a group of 10 goblins kidnap his nephew, he's not going to memorize the physical description of the one particular goblin carrying the sack, he's far more likely to just hate goblins in general. Particularly since the tigerman knows that this is standard goblin behavior.

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Obviously, you made a major innovation to DF goblins and that innovation has consequences.  In all the other depictions goblins and orcs are cruel because that is what they are like, not because they have some quota for cruelty to meet for the month.
It's an exact parallel to the innovation that Toady made when he decided that dwarves should have an alcohol quota. Hopefully you recognize the inherent futility in trying to explain precisely why he was right to do so, while I am wrong to suggest the counterpart.

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This is where you start from a negative premise . . . relying upon the fact that they cannot be 100% sure . . . which allows you to then assert that actually the other side's position is really nonsense
Finally, you acknowledge the difficulty I indicated to you back on page 7: "You're placing yourself at a disadvantage arguing in this way: You imagine one situation and assume that that's the only way it could be, while all I have to do is provide one plausible counterexample."
But if you're going to try to stretch that to put me in the same boat as climate-change deniers? Good--I was waiting for the False Equivalence (https://en.wikipedia.org/wiki/False_equivalence) fallacy to turn up. The difference is that the evidence put forward by the climatologists outweighs that of the deniers to such a degree, the opposition isn't even statistically significant. But yours doesn't outweigh mine by any account: I'm just refuting your gut feeling, that a cruelty-dependent goblin society could never exist, with my credible stories, which illustrate how just such a society could exist just fine.

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. . . which is why I am against the concept of human rights, it is not that I lack "moral compassion" but because I know what the logical consequences of such ideas are and have been in the past.
Are you still on about that? It's over, GoblinCookie! I have the moral high ground! You first lost it when you trivialized slavery, dug yourself deeper when you let your Lawful Evil self deliberately obfuscate the difference between legality with morality, and now you're putting the final(?) nail in your coffin by calling human rights a "dangerous concept".

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In saying that other cultures have the legal right to violate human rights, you are in effect either denying their universality, or you denying that they are in fact law.
Wrong again! I know you won't listen, but here it is: The fact that members of certain other states have the legal right to infringe on other members' human rights, does not change the fact that they have no moral right to infringe on those same rights. And that's my final word on the matter.

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That means that figuratively speaking not only do I presently rule, but I have always ruled.
Again with the hilarious choice of words. I'm not even going to respond to the substance of this, it's more fun to simply gaze in awe upon your ego.

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No, I am ommited it because they are the same thing!
Oh! I was not under the impression that "I am sure because [my authoritative source] disagrees with you" and "I am sure because [I] disagree with you" were the same thing. But hey, if that's how you see it, thanks for going there.
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You are no less an intellectual authoritarian if you declare *yourself* to be the authority and refuse to take notice of what anyone says because they are beneath you.
Hey, remember this?
You represent the ignorance of the unthinking mob and nothing else, sadly.  Your ideas are bad ideas, ignorance is where they come from and you act as the spokesmen for others like yourself; lesser men to myself might regard your words as worth something but I have no interest in what the unthinking mob has to say.
As I said, you wish to place yourself at the head of the ignorant mob.  The more stupid you are, the less you understand and the more things other people say seem 'ridiculous' to you.  I don't care if people think what I say is ridiculous, that is because they so much beneath my level they cannot comprehend anything being said.  They are also too ignorant to ask me to clarify what they don't understand.


Thanks for the lulz.
Title: Re: Dwarven Social Lives
Post by: MCreeper on July 30, 2018, 03:52:32 am
Many lulz was had while reading this.
Title: Re: Dwarven Social Lives
Post by: Egan_BW on July 30, 2018, 04:01:13 am
[shitpost]to be fair one does require a very high iq to properly understand and appreciate goblincookie's posts[/shitpost]
Title: Re: Dwarven Social Lives
Post by: Ninjabread on July 30, 2018, 05:27:15 pm
FantasticDorf, I have been compiling key points in the OP, provided they are actually relevant to social lives by my judgement, so people new to the thread should be able to skip through all the tangents, and the tangents of those tangents, and still be able to provide useful, non-repeating contributions to the thread. It's all in the spoiler at the bottom if you wanna check it out, which reminds me I should probably add in the stuff for the possible effects of games/sports on relationships and stuff, provided nobody else has anything to add on that subject.

Haven't really been reading the walls of text myself either, but I tried to un-derail the thread ages ago and that didn't seem to work, or at least not for long. I've just been skimming through looking for quotes that aren't SixOfSpades and GoblinCookie quoting each other, since if it isn't those two there's a slightly higher chance of things being on-topic. If anyone can let me know if I've missed anything that I should put into the OP due to this, please do, and thanks in advance.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on August 01, 2018, 06:08:22 am
The USA's Constitution establishes a government by the People, for the People. It's supposed to exist as a shield for the citizens to wield, not as a separate entity that will massacre you if you try to vote them out. A democratic government's authority is upheld because it's useful. Would you have us believe that a government ruled by martial law is inherently more stable because it has more rights to bargain with?

I already said that whether the government is democratic or not is not relevant to my point.  If you decide to disregard the election results and try to overthrow the democratically elected government, that government will end up taking your rights away, just as surely as a dictatorship will.  This situation is actually becoming something of a tradition in certain countries I find. 

Yes, the US Constitution gives the citizens certain rights, the whole thing works along the lines I was describing.  The citizens know that if they overthrow the US government, they overthrow the constitution and they will therefore lose their rights.  This works precisely because they are *not* human rights but rights accruing to the members of an organisation on account of membership; if the organisation falls then so do the rights.

Human rights on the other hand create an unbalanced situation.  I am owed (by everyone) the right to live simply on account of being human, then it follows that the government is in trouble.  It cannot offer me the right to live in return for their rule because it owes me that already.  If I decide I don't like the government and would rather take over myself, I can freely make a bid to seize power and then one of two things happens.  Either I win in which case I am the government or I lose in which case I can hide behind my human rights and try again later. 

Obviously from the incumbent government POV, it is not acceptable to simply have the losers able to try again indefinitely and therefore no government actually operates on human rights. 

You list the thread's major changes of subject . . . to show that the thread stayed on the same subject?! Are you even trying to make sense?

They are all about the in-game social behaviour.  I did not list any topics that were not, though there are such topics. 

You have already shown yourself to be largely incapable of distinguishing between a logical argument and a gut reaction. I would ask you to provide a full breakdown of the logic process that you describe as a certainty, but it would only prolong the discussion and I know you couldn't do it anyway.

We have already done that. 

As has been previously stated (again with the time loops), a dummy is unlikely to convince the goblin that he is actually inflicting pain. It is probably the perception of cruelty that's most important.

Dummies stands-in for theatrics in general. 

The goblin is pretending the dummy is a real being he is inflicting pain on.  Maybe some other goblin is sitting behind him screaming in order to make the situation more realistic.  If the problem is only the lack of realism, then better theatrics can solve the problem without anyone actually getting hurt. 

It makes no sense to avoid a war?? Especially one you'd be sure to lose? And you say you studied History??

Potentially they do not have any choice, they have to find other beings to hurt and the only way for their society to avoid self-destruction is if those beings are from other societies.

Come on, you're making this too easy for me. If the school bully randomly sucker-punches you in the hall between classes, does that somehow hurt more than when he says, "I'm gonna kick your ass under the bleachers after school," & then follows through on that threat? Or is the delayed beating worse, because a) more people are gathered to watch you get creamed, b) he wants to put on a good show for them, so he's hardly likely to hit you only once, c) you've got the rest of the school day to waste on worry and dread, and even d) his status goes up even more because he showed enough confidence and style to warn you beforehand. If anything, spontaneous cruelty is the gentler of the two.

Yes, surprise cruelty hurts more than expected cruelty.  If people you think are your friends hurt you, that causes you to suffer more than if you enemies do; everything else being equal. 

Too bad. If the tigerman sees a group of 10 goblins kidnap his nephew, he's not going to memorize the physical description of the one particular goblin carrying the sack, he's far more likely to just hate goblins in general. Particularly since the tigerman knows that this is standard goblin behavior.

Not unless the tigerman is a racist.  Why are we assuming that that is the case by default?

It's an exact parallel to the innovation that Toady made when he decided that dwarves should have an alcohol quota. Hopefully you recognize the inherent futility in trying to explain precisely why he was right to do so, while I am wrong to suggest the counterpart.

I never said you were wrong, in fact I agree with you.  The only problem is that you are stubbornly refusing to comprehend the societal consequences of the idea you proposed. 

Finally, you acknowledge the difficulty I indicated to you back on page 7: "You're placing yourself at a disadvantage arguing in this way: You imagine one situation and assume that that's the only way it could be, while all I have to do is provide one plausible counterexample."
But if you're going to try to stretch that to put me in the same boat as climate-change deniers? Good--I was waiting for the False Equivalence (https://en.wikipedia.org/wiki/False_equivalence) fallacy to turn up. The difference is that the evidence put forward by the climatologists outweighs that of the deniers to such a degree, the opposition isn't even statistically significant. But yours doesn't outweigh mine by any account: I'm just refuting your gut feeling, that a cruelty-dependent goblin society could never exist, with my credible stories, which illustrate how just such a society could exist just fine.

You do love to disagree SixOfSpades.  That is pretty much what I am saying, the people who are in a position to know and hence actually have the ability to provide evidence claim that climate change in happening.  The deniers on the other hand, rather than being able to counter them in effect argue by stating that "you can't be 100% absolutely sure that climate change is happening and that we are responsible, therefore I can deny global warming all I wish"

Firstly it was not my claim that cruelty-dependant goblin societies could not exist.  The only thing I was ever saying is that such a society cannot exist in isolation from suitable non-cruelty dependant creatures. 

Are you still on about that? It's over, GoblinCookie! I have the moral high ground! You first lost it when you trivialized slavery, dug yourself deeper when you let your Lawful Evil self deliberately obfuscate the difference between legality with morality, and now you're putting the final(?) nail in your coffin by calling human rights a "dangerous concept".

I was against the human rights concept precisely because it presently obfuscates legality and morality.  So how then am I the one doing that?

Wrong again! I know you won't listen, but here it is: The fact that members of certain other states have the legal right to infringe on other members' human rights, does not change the fact that they have no moral right to infringe on those same rights. And that's my final word on the matter.

How am I wrong when you are agreeing with me? 
Title: Re: Dwarven Social Lives
Post by: SixOfSpades on August 01, 2018, 07:57:23 pm
No, GoblinCookie. It's over. It's perfectly understandable that you would want to salvage some dignity, but we're done here. You are intellectually disarmed, and ethically without a leg to stand on. And what's more, everyone knows it. It's time for you to accept it, and move on. This forum is not for debating the niceties of governmental overthrow, or for teaching the fundamentals of logical argument, or for exploring what "racism" means in a fantasy setting, or for discussing human rights. I was willing to humor you for a while, true--but the forum's patience, along with my own, has officially worn thin. That's why my last post was so punishing, and this one is so dismissive. Because not even I am listening to you any more.
Title: Re: Dwarven Social Lives
Post by: KittyTac on August 01, 2018, 09:21:35 pm
Jeez. This was a long one.
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on August 03, 2018, 06:41:43 am
No, GoblinCookie. It's over. It's perfectly understandable that you would want to salvage some dignity, but we're done here. You are intellectually disarmed, and ethically without a leg to stand on. And what's more, everyone knows it. It's time for you to accept it, and move on. This forum is not for debating the niceties of governmental overthrow, or for teaching the fundamentals of logical argument, or for exploring what "racism" means in a fantasy setting, or for discussing human rights. I was willing to humor you for a while, true--but the forum's patience, along with my own, has officially worn thin. That's why my last post was so punishing, and this one is so dismissive. Because not even I am listening to you any more.

Agreed, this thread has long since ground to a halt, so let's end this.  My last word I guess is that once again you are developing delusions that you represent more than just yourself.
Title: Re: Dwarven Social Lives
Post by: Detoxicated on August 03, 2018, 04:09:39 pm
You guys reallya need to practice nonviolent conversation.
Also I would like to point out that if you tried to overthrow the governemnt you wouldn't get a second chance on account of human rights because as long as they keep your dignity in prison you can rot there for the rest of your life. Rights can be taken from you and it IS legitimized under the Human Rights...
Title: Re: Dwarven Social Lives
Post by: GoblinCookie on August 04, 2018, 05:51:08 am
You guys reallya need to practice nonviolent conversation.
Also I would like to point out that if you tried to overthrow the governemnt you wouldn't get a second chance on account of human rights because as long as they keep your dignity in prison you can rot there for the rest of your life. Rights can be taken from you and it IS legitimized under the Human Rights...

That is indeed how things actually work.

But the whole idea of human rights was that they were rights you had on account of being human.
Title: Re: Dwarven Social Lives
Post by: hedgerow on February 04, 2022, 04:37:21 am
Dwarves that like to hang by the river.
Title: Re: Dwarven Social Lives
Post by: YashaAstora on January 27, 2023, 05:20:50 pm
I wanted to make a topic along these lines but this already exists so I'll just post here.

I think Dwarves should not only be more social, they should be in conflict more often. As of now, the only times dwarves fight is either tantruming or getting into drunken bar brawls. I think this should be expanded upon. Two dwarves that already hold a grudge against each other may end up in a physical altercation similar to a bar brawl. It shouldn't be to the death--just bruising, minor cuts, MAYBE a broken bone if something goes wrong. Other dwarves nearby may either watch, avert their eyes and go away, try to pull the fight apart, run away and call the fortress guard if it exists, or even join in if they support one of the fighters. They can feel a variety of emotions from: they might find the fight thrilling, they might be scared because they don't like violence, they might feel that one side is justified, etc. If nearby stuff, Dwarves might grab these things and use them as misc. objects--for instance, beating their opponent with a mug.

These fights would not be crimes unless someone got seriously hurt--at best, the fortress guard will come in and break it up and send everyone way, and serial brawlers may suffer more severe punishments (I could go into a tangent about how the guard should do more than just beat people to death and/or jail them but that's for another time; I will say that being able to dodge and evade the fortress guard before they arrive would be neat though). Not only does this add flavor, it also means hospitals are useful for things other than just wars and tantrums. Also, dwarves wielding weapons such as soldiers or hunters should put them away, cast them aside, or at the very least NOT use them (with using weapons being a straight-up crime)...

...unless they are under a lot of stress. A dwarf who's severely stressed might snap into a full blown tantrum during a fight, resulting in them fighting lethally, which causes everyone to freak the fuck out. This would be a flat-out crime. Building off of this, we can have cool things like gangs of dwarves that get into full blown gang wars against each other inside the fort. Fun!

For something a BIT less violent, Dwarves should be able to communicate with others when doing jobs and also when a few tiles away. My three metalsmiths should chat with each other while forging gold crafts, perhaps becoming friends, or enemies, or rivals. A rival nearby could motivate a dwarf to work faster and/or better (or maybe worse if they're working TOO fast).

I think it would also be cool if dwarves had opinions on stuff besides preferences. For instance a metalsmith could look down on carpentry and thus mock or tease the local woodworkers if they're particularly vindictive or cruel, nursing grudges that can go on to become full blown fights if they keep pushing it. Likewise, they'll have a very minor negative thought about seeing too many wooden objects around, especially those that could be made with metal instead. The general viewpoint of a civ on various jobs could be defined in ethics: Dwarves for instance, would generally find metalworking, stonecrafting, and masonry to be more respectable than woodworking or bone carving, but of course individual dwarves could still like those, and dwarves with those professions would be very strongly biased towards them. Fostering a relationship with a dwarf whose profession you don't care for could raise your opinion of the job/dwarf ("Wood may be for the elves, but Urist McWoodworker? He's as good of a carpenter as I'll ever see"), as could said dwarf making a masterpiece artifact or somehow impressing you in some way. BUT, a grudge against a dwarf whose profession you already dislike would only strengthen your dislike ("Of course that fuckin' bellend Urist is a woodworker--should go live with those prancing Elves, by Armok")

Put simply: Dwarves' socializing should do more stuff. As of now, it doesn't really do a whole lot--a dwarf socializing does very little interesting from a gameplay perspective. Dwarves fighting with each other, intentionally avoiding ones who annoy them, hanging out with friends, competing with rivals, and making their opinions on stuff known and causing conflicts and friendship via those opinions, would all be amazing features, I feel.
Title: Re: Dwarven Social Lives
Post by: Ninjabread on March 14, 2024, 01:19:53 pm
Sorry for not noticing this for over a year haha. The increased interaction radius and chatting while they're working thing has already been suggested, it's in the spoiler on the OP, but I do like the sound of some of the other suggestions. I feel like there should probably be a distinction with the grudge fights though; whether they are considered crimes or not should be less of a "Did they use a weapon" issue and more of a question of if it's a proper challenge to a duel/some sort of combat sport (boxing, wrestling, fencing, or equivalents generated by the world), which may be legal depending on the ethics of the civ, the outcome of the fight, and if anybody cheated, vs it being more like premeditated assault/battery/murder/gang violence.

I also very much like the sound of dwarves with certain personality facets being elitist about their professions, and tying that into the mockery and harassment mentioned previously. Only real thing I have to add to it is that there should probably be some visual cue of a dwarf's opinions about professions when assigning them to jobs

I'll hold off on updating the OP for a day or two just in case anyone else has anything to add