Apparently it's pronounced "se-gah", by the way.
In any case, I've been overhauling my Dwarf Fortress tabletop design, and I'm pondering some... things.
For one, what are different ways of providing adversity? The Czege Principle, loosely paraphrased, states that it's unsatisfying for a player to both devise, and resolve, his own adversity.
How does it jive with the Principle if a player chooses to either a) do his chores or b) be responsible for a related shortage all players must suffer? What if that shortage manifests itself primarily as a background source of conflict (farmer skips the harvest; people go hungry; people give him a hard time)? Is that a weird set of incentives?
Secondarily, how does it jive if a player is rolling dice to settle the above a/b conundrum?
In part, I'm drawing heavily from a loose understanding of Apocalypse World, if that makes sense - particularly the Need: and barter rules. I'll be doing some close-reading, but that's a detail I would encourage y'all to keep in mind while thinking about this.
Since this is based on a work-in-playtest, I don't quite have any Actual Play examples yet. Thanks!