The idea of this is to have a succession game for adventurers: turns will go as such:
Fortress Builders:
They may temporarily turn off sieges and the like and use any method they want to create their fort so long as three conditions are met:
1. When the save is passed on, the site is kept active with DF Hack. Other than that, any changes made that affect Adventure Mode should be undone before passing the save.
2. Fortresses should be filled with treasure... and traps. There are some build elements that are forbidden, however:
-Traps that intentionally stop a player and leave them with nowhere to go- there must always be a way back out of your fort. This does not apply to pit traps or other such traps that are actually meant to be lethal.
-You may gather adamantine, but breaching Hell is forbidden until two things happen:
--There have been at least 5 adventurers in the world to successfully retire, and
--The players vote to allow a breach.
3. Adamantine weaponry is not allowed to be used in traps, only as a treasure.
4. The Adventurer Retirement Location is built for one reason: adventurer retirement. Don't mess with it.
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Adventurers:
1.Your goal is to find treasure, be known, and retire.
2. The most successful adventurers are ones that have grabbed the best treasures and earned titles, then successfully retired in the retirement location.
3. You do not have to meet requirements to retire in the ARL, however, it is requested you at least raid one player fortress.
4. There are no restrictions on starting class.
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Now then, phase 1. Suggest mods to use if any, and world generation parameters. Whatever is the most popular will be chosen.