Dwarf Fortress: Drunk Fortress
"There seems to be a minor issue with lava containment."
The siege is broken! We are victorious!!!!! Also, the exterior of the fortress continues to burn.
— Jervill, drunken player
is often lauded as one of the most complicated games of all time. The interface is opaque, the learning curve a cliff. It's hard enough for experienced players to keep their forts safe and secure on the best of days.
So, what happens when a bunch of players play a succession fort while completely inebriated?
Drunk Fortress is a Dwarf Fortress
succession game in which each player takes a turn playing while totally plastered. It's run on a "First Drunk First Serve" basis, in which whoever is consuming alcohol at the moment is the next player. As can be expected from such playing conditions, the fortress quickly became a labyrinthine mess of half-finished projects and forgotten passages, with magma leaking into the fort from every direction and hosting at least three tantrum spirals. And it is glorious
See the madness here
. Action starts on page 7. Needs some Wiki magic.
Drunk Fortress provides examples of the following tropes:
- Accidental Innuendo: It happens.
Shoruke: "You like axolotl leather, holy gods that's a bitch to spell, so now you're a leather person. I mean a leather worker person."
- Alcohol-Induced Idiocy: The whole point, really.
- Archive Binge: 154 pages as of 6/26/2014.
- Attack! Attack... Retreat! Retreat!: When the fortress was overrun by Forgotten Beasts, this was the result. 58 unarmed dwarves beating up a Glob of Water and assorted monsters. 8 survivors.
- Brain Bleach: When you're drunk and dealing with clouds of gangrene, it's a good idea to have more alcohol handy to wash the mental images away.
- Brick Joke: At the end of Ruhn's Turn he mentions flipping a wagon with a bridge, but not seeing anything land. Later at the start of Scruffy's Turn the wagon lands, to Scruffy's utter bewilderment.
- Can't Hold His Liquor: Considered an advantage, since you need to spend less money on alcohol to be eligible to play!
- Chaos Architecture: Drunk people trying to design 3D buildings and make drunk Dwarves build them. Things get a bit confusing at times.
- Cluster F-Bomb: Can happen. Drunk people on the internet, you know how it is.
- Comedic Sociopathy: A side-effect of mixing stupid dwarves and drunken players.
- Country Matters: Random Dragon managed to misspell "count" in both his turns.
- Death World: Forgotten Beasts, magma, freezing water, cave-ins, infinite demons, Goblins, badgers and keas... what ISN'T trying to kill the poor shumuck Dwarves who immigrate?
- Difficulty Spike: Invoked by the players for comedic effect. Heavy drinking makes hard games harder.
- Disproportionate Retribution: One player locked a kobold thief inside the fortress. Immediately afterwards, the goblins laid siege.
- Drinking Game: While Drunk Fortress itself does not strictly count, since one is only required to "be drunk" to play, one of the (oft-forgotten) rules is that players can make a rule for the next player to follow (assuming they are not too drunk to remember it). Creating a drinking game is a popular "rule".
- Drinking On Duty
- Drunken Montage: The thread is more like a montage of Drunken Montages.
- Epic Fail: The fortresses!
- A particularly spectacular example was the source of the page image. Now, magma leaks are pretty common in succession games, but this particular one was leaking into the fort on three separate levels. Magma, unlike water, does not naturally flow up levels.
- Everything Trying to Kill You: Just like in regular Dwarf Fortress, except you can add the rules of the game and the previous players to the list, as well.
- Exactly What It Says on the Tin
- Failure Is the Only Option: The only logical outcome, achieved as early as Year 3. And it just keeps happening.
- Jervill: Guys, we have destroyed 13 fortresses and two entire worlds.
- Foreboding Architecture: You know you're in for a ‼fun‼ time when you load up a save, look at your own fortress, and see disjointed chaos.
- Four Is Death: Every four in-game years, Wrex takes over the fort and consequently fails at keeping the fort alive. This has henceforth been called a "wrexed year".
- "I hope it dosen't become a tradition that fortresses blow up when I take control."
- Gonna Need More Booze: A frequent reaction to... pretty much the whole situation.
- ‼Incendiary Exponent‼: As noted in the page quote.
- I Need A Drink: While the game is played while already drunk, most player's reactions to seeing the state of the fort is to knock back another one.
- Interface Screw: Some of the players use texture packs. Some don't. This leads to some rather odd-looking walls in the screenshots.
: I think someone saved this game with a texture pack, because the walls are screaming at me.
- In Their Own Image: Several players have "signed" their name as a digging zone, or made an office in the shape of their own name... Standard Succession Game stuff.
- It Seemed Like a Good Idea at the Time: Most of the disasters in the fort are summed up as such. The reason for the new embark having an Evil biome was pretty much this.
Clover Magic: Uh....it's a trainwreck, guys. Not gonna lie. I apparently lost my mind sometime while playing.
- Kill It with Fire: As with normal Dwarf Fortress, lava is an enticing strategem. It also goes wrong even more often than in normal Dwarf Fortress.
- Lava Adds Awesome: When drunk, this feels even more true than usual to a Dwarf Fortress player. Naturally, being drunk also makes it harder to handle magma safely.
- Lethal Lava Land: This trope is a side-effect of drunk people attempting to weaponize magma, regardless of whether they succeed or fail.
- Made of Iron/Never Gets Drunk: Several people have noted the copious amounts of alcohol that Clover Magic drank while still remaining, if not perfectly fine, still capable of playing Dwarf Fortress.
- Malevolent Architecture: Both intentionally and unintentionally.
- Myopic Architecture: Entire fortresses are hard to design on the best of days, but when drunk, it can be hard to remember (for example) which rocks make magma-resistant mechanisms, and which don't.
- Hey guuys so i was finishing my drink tirght there and i need a floodgate here to contrain magma, graphite is magma-safe right ?
- No OSHA Compliance: The whole fortress was designed by a bunch of drunks. Most notably, a magma cannon accidentally flooded the fortress with magma.
- No True Scotsman: A common (light-hearted) insult to be thrown around is "this place looks like it was designed by someone sober".
- Oh, Crap: When your fortress is shoddily-made and your overseer is inebriated, a Goblin siege or a Forgotton Beast can elicit this reaction.
- After abandoning and reclaiming the fortress, Shoruke found out the hard way that the Forgotten Beast they'd walled into a side room wasn't gone, but rather waiting in ambush (and therefore invisible until the moment it started wrecking things again).
- Succession Game
- Schmuck Bait: The occasional self-destruct lever labelled "do not touch".
- In a meta way, this trope is, itself, Shmuck Bait. Someone tries to set up an unlabelled doomsday lever, only to accidentally flood the fortress with magma while setting it up because they're drunk...
- Shaped Like Itself:
- Tantrum Throwing: Happens (in-game) even more frequently than in a regular fortress, due to shoddy management.
- The Alcoholic: The players, the dwarves...
- The Caligula: Pretty much everyone.
- The Unintelligible: Drunk people trying to communicate over the internet tends to cause this. Of course, this is part of the point.
- What Did I Do Last Night?: On a meta level; most players are left quite bewildered after recuperating from their turns and posting up the logs for the thread.
Clover Magic: Looking at this sober...what was I doing.
- Of particular note is Wrex's wholesale disaster of a first turn, wrought from slamming back shots of an approximation of ryncol.
- You Make Me Sic: For ease of writing while editing this page, let's all just agree to not Pot Hole every single quote to this trope, yeah?