Welcome to Slingblock!Or, at least, that's what we would tell you if we could find the lever that opens the front gate. Anyway, assuming you find your way inside, we have a number of reasons to migrate to our wonderful fortress. We've got melting workshops, engraved ice, vicious predators, bone-chilling cold, and general incompetence. This lovely haunted glacier is home to the friendly ice wolves, who can't wait to have you for dinner. Our stills automatically disassemble after use, providing a clean drinking experience. Our medical care is top-notch: one lucky dwarf didn't even need treatment for a broken arm and ribs!
(Despite how the OP looks at the moment, this is still running.)
ExplanationSlingblock (a random name, if you're wondering) is a fortress that was originally going to be run by noobs. I decided that just noobs wouldn't be that entertaining, as an anticlimactic ending is almost inevitable for such a fort. As a result, newer players are alternated with experienced players (ideally). Otherwise, it's a fairly vanilla 34.11 succession fortress. The only modding thus far is making ice wolves tameable. We, for some reason that is beyond my knowledge, decided to embark on a haunted glacier as I was listing off points of interest after worldgen. The tales within vary from simple blow-by-blows to in-character journals to mostly confusion.
Current RotationTurn: Player (Experience) - Status
1: King Murdoc (N) -
Complete2: 4maskwolf (E) -
Skipped3: Dunamisdeos (E) -
Complete4: MiemieFan88 (N) -
Complete5: August (N) -
Complete6: 4maskwolf -
Pending7: Evilsx (N) -
Pending8: Skullsploder (E) -
Pending9: snackfox (N) -
Pending10: Nail (E) -
Pending11: King Murdoc - projected
12: 4maskwolf - projected
13: MiemieFan88 - projected
14: Dunamisdeos - projected
15: Evilsx - projected
16: Skullsploder - projected
17: August - projected
18: Nail - projected
19: snackfox - projected
Projected turns aren't set in stone. If you want to join, say so and we'll add you to the rotation. Completed turns are, well, complete. Pending turns are pretty much set in stone barring cancellation. Skipped turns happen if you don't show up for your turn; you'll get worked back into the rotation given you show up again to claim it. In progress is fairly self-explanatory.
Overseer JournalsYear 1 - King Murdoc
Alright, after a long, hard journey, we've arrived at our new home! A fertile, resource-rich. . . barren glacier. Looks like there's a bit of taiga to the south, though, so at least we'll have a source of wood.Whose idea was this, anyway?We started to dig down straight away. This ice is thick, very thick. We dug out a central stockpile in the center, along with what will eventually be dorms. While all of this was happening, some . . . shall we say, unusual weather came through. As I write this for the next overseer, the exterior of the fortress is quite literally covered in dwarf blood. Fortunately, this isn't due to evisceration via skeletal elk - in fact, the only wildlife we've encountered has been ice wolves, which are rather fond of taking chunks out of our yaks - which I thought we left behind - the pools (well, clumps) of blood simply fell from the sky. It set a few of the men on edge, but after we dug out some shelter and built what amounts to an icy gazebo above the stairs into the fort, it stopped bothering us. Except for 4maskwolf. He has the sole misfortune of being our woodcutter. Good thing he knows what to do with that axe of his, since the ice wolves like to harass people who come outside to throw out trash.We've run into a few problems along the way. I thought the fact that we built them in a giant-ass cave made of ice would stop our workshops from melting, but the damn still didn't even leave a puddle behind. One of those migrants started gibbering about some legendary sock, then locked herself in the brand new clothier's shop we set up. I don't think the dwarves building the thing had time to get out of the way. She sat in there for a good month saying her cap or whatever needed cloth and metal, but refused to touch any of the stuff we had on hand. Now she's standing there moaning in the dining room. Haven't breached the caverns yet, but we dug up some limonite. Stuff'l make some good, solid tools once we get this operation together. I fear what will happen if goblins come knocking at the moment; our "soldiers" are armed with a hammer, an axe, and some clothes. We could always just lock the place up, though; the only thing we go outdoors for is wood and tossing out trash - speaking of, I think I can smell that rotting yak from here. On the brighter side of things, our resident stonecarvers have rendered our icy dining room absolutely beautiful, if you're like me and love depictions of goblins getting skewered, puverized, crushed, and hacked to pieces. Evidently they ran across a history book detailing a war a century ago and decided to recreate every death in it. Along with some lovely pictures of trees. Which is another pleasant note: no elves this year.I hope the next overseer can find some solutions to our problems, here, though. We're constantly running short on everything and we have two soldiers...
Year 2 - Dunamisdeos
[spoiler]
//Slingblock: Overseer's Log. Dwarfdate, 27th of Granite, Early Spring.
FROM SPRING TO SUMMER
[spoiler]Day 1: The Mountainhome - I've been put in command of a new outpost called Slingblock by Queen Aban. What an Honor! I'm nervous, but I'll do my best to serve our monarch faithfully and well. I asked the Queen what my new home would be like. It's a temperate forest with a dormant volcano! The forests are filled with timid game, and the earth is filled with gems and gold! I've decided to keep this log for posterity. I leave tonight!!!
Day 2: The Reality - Nope. Noooope nope nope nope. Nope. I'm out. Have fun on the blood glacier, folks.
Day 3: I've just been advised that the penalty for desertion is death. Welcome to Slingblock! Population: More than we can support with our current methods of food and booze production!
Day 4: Alright, lets get down to business. We have a number of dwarves with at least passing skill with the crossbow. I've seen some kind of magical doom wolves skulking about, so I drafted a new squadron. I abdicated the honor of leading them myself due to my newfound terror of leaving the fort for any reason. I've ordered the construction of some new farms, and attempted to centralize our food production. With a little luck, we can hold out with our current stores until we can produce a surplus. Thank Armok our population is so low.
Day 7: Migrant Wave - FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
Day 8: -UUUUUUUUUUUUUUUUUUU well, the populace is beginning to die of thirst. It seems that instead of barrels, we previously smithed Limonite with our wood. When questioned, our smith shouted "Look behind you" and ran away while I was still watching.
Day 24: WHAT IS THE DEAL WITH THESE CORRIDORS THEY ARE SO TINY.
Day 45: I've ordered some catacombs built. They were very extensive.
Day 46: The new triple brewery is in place, with attached barrel storage. Also, we have a garbage pit.
Day 47: I moved the center of our industry further underground, safer from invasion. We now have a proper area in which to forge, craft, woodwork etc etc. Also, turns out, that death by thirst was Nail's wife! Who knew?!
Day 68: The elves showed up to trade. I, Dunamisdeos, took up the mantle of Broker. KingMurdoc simply had too much on his plate. As my first act as Broker to the elves, we killed them all and ate their flesh. Ha ha! Just kidding! We didn't eat them.
Day 91: I've given orders to the cooks to prepare as many dishes as they can think of using nothing but meat. I am eager to see our culinary masters at work. Our Weaponsmith, Nail, created two truly =Exceptional= weapons for our two melee-oriented military dwarves, August and 4maskwolf. They will be the backbone of our future military, and have been given a large training area to hone their skills. On a side note, I've started calling Nail the Weaponsmith "Nail the Widowsmith" while comically nudging him with my elbow. I'm sure it'll catch on. More migrants incoming. Must produce more barrels.
FROM AUTUMN TO WINTERDay 102: Contained in this wave of migrants was a professional record keeper. Now KingMurdoc can focus on leading this expedition, rather than wearing as many metaphorical hats as He possibly can.
Day 105: Nail broke his arm and ribs. I have no idea how, and He was just walking around like that. I don't think He even noticed until I pointed it out.
Day 120: This just in: There was a Goddamned grizzly bear in with the elves stuff that we just noticed. I will teach it to slay my enemies.
Day 125: Civilians have been going missing. I have sent August and 4maskwolf to investigate the problem. And by investigate, I mean bludgeon. I told them to bludgeon the problem. In 4maskwolf's case, hacking the problem is also acceptable.
Day 126: As it turns out, the problem was an Ice Wolf named "Belteddeserts". Maybe it was angry because of the irony? At any rate, August has another notch to add to his hammer.
Day 145: A kitten discovered a kobold in hiding outside of the surface keep! August was unable to capture and question it politely, and it got away. Also, I completed the training of my personal defense bear. I feel much safer in my frequent excursions to anywhere not outside. We ate the kitten.
Day 155: One of our weavers somehow broke half of the bones in his body. One of our Animal Caretakers said He had training in the medical arts, and began to stitch him up with yarn without cleaning the wound. I am not a doctor, so I defer to his judgment. Looks like we have our New Chief Medical Dwarf! In other news, the marksdwarf perch over the new entrance has been completed. We also filled the entrance with spinning blade traps in case the marksdwarves get lost on the way.
Day 160: Nail has checked himself into the hospital to have that arm checked out. Medical doctrine is a fluid thing it seems. It is now impossible to treat any wound without first washing it with water. At the doctor's request, we have begun mining downwards in search of the caverns, and thereby finding water to save Nail's life.
Day 161: Nail died whilst being operated on today. A tomb has been dug in his honor, as He was one of the few dwarves whose name I could pronounce out loud. No water was ever found, and I begin to doubt its existence. Who has ever seen water anyway, I mean for real?
Day 205- GOBLIN AMBUSH! Luckily, our trading caravan from the Mountainhome had just arrived, and lent support to our defense. Two goblins were captured alive in our traps, and August distinguished himself by slaying the Goblin Bowman commanding the ambush. Winter has arrived.
Day 364 - These Ice wolves refuse to move into our cage traps. How uncivil. If I had to sum up my term here in one phrase, it would be: "Limonite does not taste like lemons, no matter what anyone tells you".
Main FloorFoodworksIndustryThe Surface, with attached marksdwarf tower and raising drawbridge.
[/spoiler]
Year 3 - MiemieFan88Possibly the most noobish log ever:
Read if you dare.
Spring
[spoiler]
Day 1 - 15
Make stone crafts? What does that do? I imagine it makes stone crafts, and crafts are... figurines, rings...
Do we have a finished goods stockpile? Having some trouble finding it...
How come the number that's in green or red changes, even though i'm not going up or down z-levels?
Made a finished goods stockpile near the trade depot on the surface.
...And it instantly filled up with shoes, socks, and other clothing.
Gonna dig out a huge area and see how much of it fills up.
There's something I don't get about the number at the top right. It's supposed to be the z-level that we're on, right? How come when I move from a spot on the ground to a spot next to it, the number can change? I'm moving from a piece of flooring with nothing on it to another piece of flooring with nothing on it.
Made a big finished goods stockpile in an area that was already dug out on z-level 6.
Day 15 - 36
"The Forgotten Beast Ithbi has come! A towering one-eyed iguanodont. It has two short tails and it undulates rhythmically. Its plum scales are oval-shaped and set far apart. Beware its deadly spittle!"
I followed Ithbi for a bit; it seems to be idling now. It spawned on the 33rd floor, in a place not adjacent to our stairwell, so it doesn't seem to pose a threat yet. I should probably make military preparations though.
Ithbi went into the darkness.
Day 36 - 49
Stuffed filled up in the finished goods stockpile, and then most of it disappeared. Now it seems to be completely stable, and I've got 56 idlers. I dunno what to do with most of them but I'll use a few to make some stone goods. We seem to have a massive amount of stone (and wood, hmm..)
Just noticed there's some "ice" in my stockpile. Dunno what it's used for... guess I'll leave it for now.
Not sure what the difference between different rock trade goods is. Rock toys sound fun.
Wondering if there's any way to see what a selected dwarf is doing without having to find them in the [ u ] menu.
Day 49
Gonna store the rock goods I'm making in the smaller stockpile on the surface.
Day 52
Amazed at how much stuff was actually in the smaller stockpile (half the larger one filled up after things got transported there).
There's still some stuff in the smaller stockpile and weren't carried off to the larger one. I wonder how the stockpile settings work in terms of overlapping types. If I enable limonite and disable instruments, would a limonite instrument qualify?
Also, a random thought, is there a difference between different types of floors?
Day 56
I disabled everything in the smaller stockpile other than the toys that I'm making and... it didn't work. There's still a bunch of stuff that don't belong, and none of the toys made it. Maybe they're not done hauling goods? But I have 53 idlers...
Day 57
MeimieFan88 has been found dead, dehydrated. T.T. Not sure if this has anything to do with the shortage of water within the fortress... no it can't because there's plenty of booze. Weird that he was in bed when he died. The booze was just one floor down! I've no clue how this happened.
Anyway, to test stockpile settings I've disabled toys from the larger stockpile, but I've left the material type (mudstone) enabled. The toys aren't being hauled away, so I guess you need to have both mudstone and toys disabled for mudstone toys to not qualify. Let's try that...
Day 58
I forbade all stone/clay in the larger stockpile along with toys as a type and still, no one is hauling away these stone toys. Huh? I forbade all the other settings as well, and still, these item that don't meet the requirements are not being carried off. Is it cause there's nowhere else to put them? No because the items in the smaller stockpile could easily be stored in the larger stockpile, but no one is carrying them off. What is a leather quiver doing in a stockpile that forbids leather and forbids quivers? GRRRR.
5th of Felsite (Day 61)
.. Made a forum post, made me better a little better.
Anyway, one of the bins has no items in it. Also since they're bins it doesn't matter a whole lot since more stuff can go in them anyway. How many items per bin?... 5 bars or blocks (whatever those are) or 30 small craft items. Toys are probably small.
Oh yeah, none of the other three bins have toys. One of them just has... just noticed that the bins have symbols next to their names, like ≡. Is this the amount of stuff stored in the bin? Anyway, one of them just has two pairs of trousers. One of the pairs has dwarf frozen blood coating in it. In fact, all of the bins have at least one item that has dwarf frozen blood coating in it. Not sure if relevant. Fuck it I'm moving on.
It looks like we're out of plump helmet spawns and ammunition. I dunno where to get seeds (traders I'm assuming). I'll try to make some ammunition if possible.
Noteworthy read from dwarffortresswiki.org: Disabling bins in ammo stockpiles is recommended.
Uh oh, the ammo stockpile has bins in it! And there's a bunch of ammo inside the bins. This must be why they're running out of ammo. Silly dwarfs learn to take ammo from a bin! What to do with the bins... how do we take items out of a bin?
So it says on the wiki that "A faster way to dump the contents of a barrel or bin is to use designations. dbd, then select the barrels or bins you wish to dump." I'm assuming that "dump" is a keyword here (there was something about them in a tutorial)... "dwarves are in fact capable of compressing an infinite amount of matter into only one tile" o.o
6th of Felsite (Day 62)
Trying to dump the ammo into a garbage zone I created but no one is coming to dump the items. I can't find any labors that seem related to garbage dumping... Dwarfs Ignore Refuse From Outside. Does the surface count as Outside? Yes it does, or at least the area the ammo stockpile is in does. Not sure what else this is gonna do because most all of my idlers are no longer idle.
So everyone's picking up stuff from the outside and throwing them into a square of open space... going down the open space eventually leads to a massive load of items. I'm guessing this is the garbage dump, but there doesn't seem to be an activity zone on the square. Weird.
Ugh, so it looks like someone dumped the ammo bin I designated for dumping, but it didn't end up where I wanted it. Why didn't he just dump it in the garbage zone I set right next to the stockpile?
"Be aware that if a garbage zone is designated beside a cliff or hole (both natural or dwarf made) garbage will be thrown off/in the z-space." This must be what's happening, but I'm not sure why my garbage zone isn't working. Guess I'll try something else.
Oohhh, so there was a pressure plate next to the garbage dump, and it's moving the garbage into the hole... I think. That doesn't explain why the other garbage dump doesn't work though.
How do I tell the dwarfs that there's a new garbage dump in the ammo room?... I don't wanna disable the main dump because then a bunch of random garbage might end up in the ammo room. I could reclaim the items from the main dump and move them to the ammo stockpile, but I don't want them to end up in bins again. I should move the other bins first? But all the stuff I need to dump is in bins!
1. Move ammo bins from stockpile to garbage dump
2. Reclaim the ammo items themselves
Can you reclaim an individual item inside a bin while it's in a dump?
14th of Felsite (Day 70)
"A elven caravan from Calovi Palothi has arrived." So I've heard a bit about these guys, but I still dunno who they are.
Ber Migrurfikod
Ammo Bin Larch #12
16th of Felsite (Day 72)
"Thief! Protect the hoard from skulking filth!" Uh oh, umm, not sure what to do. Do we have a justice system?
Found the kobold thief. I wanna follow him but I also wanna follow the guy I was just following... ugh I wish I could do both!
Goddamn. I followed the kobold and it ran and killed a kitten and a war dog before escaping through the entrance. I should have used the drawbridge ASGHJKDS
Well fuck. TOtally forgot about military. I'm gonna take a break. Just kidding, this game is too addictive.
17th of Felsite (Day 73)
"An ambush! Curse them!" Ok seriously, break time.
~
I found the kobold thief's corpse near the drawbridge. So he didn't get away, ha. Good thing I remember his name.
Okay so the goblins have crossbowmen as well as bowmen. Also, there's a dwarf sleeping outside near where the goblins are coming from. That can't be good for her.
25th of Felsite (Day 81)
The battle's over, we seem to have won. Yay! Hard to tell if anyone died...
"Kol Shetbethbim, Weaver is possessed!" Hmm... seems like this could be either good or bad.
"Kol Shetbethbim, has claimed a clothier's shop."
Anyway, I've solved the ammo bins problem, dumping all the bins and disallowing bins in the ammo stockpile. Now the stockpile is always full. We may want to expand the stockpile eventually.
Now to address the other problem, lack of plant seeds. I think this might be a similar problem with bins/bags where dwarfs take the entire bag to the farm plot to plant a single seed, resulting in other farmers not having access to seeds. To fix this I'll make a seed stockpile somewhere and disallow storage containers.
Summer7th of Hematite (Day 91)"Kol Shetbethbim, has begun a mysterious construction." Interesting.Woah, miasma in the . I've ordered some coffins to be built in our graveyard. Can't tell if the other ones are vacant or not. Hopefully someone picks up the corpse."Kol Shetbethbim, Weaver has created Sakrithvim Kudthocit, a rope reed fiber thong!" Yeah!Ah, so you have to allow the coffins to be used for burial. And they're filling up... apparently, Nail (Berbekar) died. August as well. I think it might have been the goblin ambush. Still, the war dog and stray kitten are not being buried, despite there being empty coffins. No idea why. I'm gonna set up a refuse stockpile on the surface to get rid of the miasma for now."The merchants from Palovi Calothi will be leaving soon." Totally forgot about those guys. Need to do some reading...Out of empty cages... ordered some wood cages to be constructed.Kay, got rid of the miasmic corpses, but now there's a mountain of refuse in front of our fortress. I'll uhh, let someone else handle that Back to the seed problem!4th of Malacite (Day 116)Seems like we have a bunch of rat weed seeds, but we can't plant rat weeds at the farm plot. The warnings about not enough seeds have stopped, so I'll leave it be. Now there's just a lack of water, but it hasn't caused any damage since MeimieFan88.6th of Malacite (Day 118)"Some migrants have arrived."Oh noes 4maskwolf has died of dehydration! I was looking at his status just now, he was indeed injured. This lack of water is becoming a huge issue. I don't see any water anywhere, just ice. Can't we melt it into water somehow? "Melted ice is of no value as a water source." Damnit. Hopefully no one else gets injured. But seriously, how do we get water? For a well to work, doesn't there have to be water somewhere?18th of Malacite (Day 130)Reading the wiki, the most reliable way to get water seems to be digging and finding an underground pool somewhere. There is that monster to worry about, but we really need to find water. There are quite a few injured dwarfs.I've located a small pool of water on z-level 27.27th of Malacite (Day 139)Ithbi the Forgotten Beast showed up at the industry level today, but was taken out by our squads pretty quickly, and with no casualties. Not sure if his showing up had to do with my digging into the caverns on z-level 27 to reach the water source.I'm not getting the "no water source" message anymore, but dwarfs are still dying of thirst. An engraver and two babies died today. The graveyard is filling up.Also, a stray yak cow starved to death.15th of Galena (Day 155)A human caravan arrived today, but our site was inaccessible so it was bypassed? The water source seems to be working, though it's a really long way to walk.Another animal starved to death, wonder what's wrong. Seems to be because there's no grass in any of the current pens and pastures. The only place I can find with grazibles is on the same level as the water source, 27 floors down. Gonna designate the pen/pasture there for now. Designated a bunch of animals to the new pen/pasture... might be too many.25th of Galena (Day 165)Great, another ambush. Autumn3rd of Limestone (Day 171)
...and another.
We lost 4 dwarfs in the second ambush, including MeimieFan88 #2.
26th of Limestone (Day 194)
Not much going on. I'm gonna dig around on the upper levels in search of a closer water source, or maybe a grazing area with moss (though it seems like only the deeper levels have moss).
12th of Sandstone (Day 208)
Another forgotten beast has come. A great monkey with external ribs and a shell.
16th of Sandstone (Day 212)
Killed the forgotten beast. A dwarf became possessed when he saw the forgotten beast.
19th of Sandstone (Day 215)
Some migrants have arrived.
"Their wagons have bypassed your inaccessible site." Wat?
16th of Timber (Day 240)
"A vile force of darkness has arrived!" This sounds grim. Wonder if we need more than 2 squads for this?
23rd of Timber (Day 247)
The goblin siegers are moving slowly towards the fortress. There's about 15 or so. I've raised the drawbridge; they don't see to have any ranged attackers.
Another pressing issue is that the water source on z-level 27 is disappearing. Will need to find a new source soon, especially with the upcoming siege.
"The mayor meets with the outpost liaison. Let's talk about your situation." Eh?
Winter8th of Moonstone (Day 260)
This is kinda funny. The goblins have been just outside the fortress for two weeks or so, and haven't done anything. I have no defenders at the drawbridge, yet they can't seem to do anything about it and are just sitting there.
23rd of Moonstone (Day 275)
They're still out there, doing nothing. Will they ever leave, or like, starve to death? Slightly tempted to just charge out there and kill them, but it seems pointless at this time. On second thought, hunters are unable to find paths since I closed the drawbridge. Maybe I should just attack them head on. No actually I'll just station troops at the entrance and open the drawbridge, hope they attack.
2nd of Opal (Day 282)
And the siege is broken. Only one casualty it seems, crushed by the drawbridge as it was being lowered (oops.. how did he even get there?).
We have quite a few captives in our cage stockpile. Not sure what use they are. I can assign them to um, graze at a pen/pasture, but that doesn't seem like a great idea for some reason.
I found another water source, but it's even farther than the previous one. It'll do for now I guess. We need a permanent source of water.
Jesus what the hell? As soon as I designated the new water source, all of my 60 idlers went to go drink for it. Why don't they just drink booze, this water is for the sick! No wonder the other one dried up so quick.
... Oh crap. WE ARE OUT OF BOOZE!
I was always a little confused about this - do we need to make new work orders whenever we want booze? Cause I haven't been doing that. At all. I figured all those barrels in the food room were full of alcohol.
Lol, a baby was born at the drinking site 26 levels down. Never seen so many dwarfs on the same tile.
15th of Opal (Day 295)
The booze is back up and running. Phew. Thank god for that extra water source, that could have turned out really really badly.
Mayor meets outpost liaison, I upped the priority for Plump Helmet seeds (never enough it seems), Dwarven Ale (just in case), and picks (we seem to only have 3 or so miners).
9th of Obsidian (Day 316)
Not much has happened. I made the pasture a little bigger (there's a ton of moss there). I wonder if I can let any of the caged animals out? Some of them seem like they could become pets. Probably not the Blizzard Man though. Interesting that you can catch all sorts of stuff. Wonder if Forgotten Beasts are catchable?
22nd of Obsidian (Day 329)
Was just attacked by another goblin ambush, and two kobold thieves. Lost around 10 dwarfs.
26th of Obsidian (Day 333)
"Limul Asobezum has created a masterpiece!" Yay... what's a masterpiece?
The finished goods stockpile is nearly full, mostly random items but there is a legendary item there as well. Hopefully whoever is next will help organize that big heap of mess.
27th of Obsidian (Day 334)
"A stray water buffalo has starved to death"... right next to some food! Do buffalos not eat moss?
"The cook has become possessed."
28th of Obsidian (Day 335)
A note for the next player: there are currently a bunch of dwarfs hauling in random stuff from the outside, probably depositing it in the finished goods stockpile. I dunno when they'll stop hauling because there's still a lotta stuff outside. Just fyi.
And spring has arrived. Good luck in year 254, Slingblock!
Year 4[/spoiler]
Original OP:EDIT: Warning that I keep forgetting things, which results in an absurd number of edits. Including this one.
So, I played DF for a short time a while back (before the Great Hard Drive Crash with No Backup of Early 2014) and I've been meaning to get back into it. Now, I've got a new HD, a new OS, and a new idea for a succession game. Emphasis on "new," though I'm sure this has been done before. The title should have clued you in: what if we had a succession game that was passed between noobs at the game? What if we settled in a particularly fun location like an evil forest or a glacier?
Now, we hit a problem. Newer players (including myself) will probably not be able to deal with an excessive amount of Fun without the fortress very quickly being overrun by reanimated deer skin or something. So I had a second idea: how about we alternate between noobs and experienced players?
I'll start the rotation as a noob who sort of knows how to set up basic stuff like farming and a haphazard military, and then pass it to an expert after either a couple seasons of in-game time or a week in real time. I'll also nickname our starting 7 after the starting players.
In conclusion, we have a few questions to answer:
1. How fun do we want our embark location to be?
2. How many people do we want playing? (I was thinking 7, which is both fitting for the game and keeps the group to a decent yet manageable size.)
3. How often should we hand off saves?
4. Are you interested?
5. What should our world-generation parameters be?
6. Far too important to be forgotten: DF2012 or DF2014?
Signup list:
1. King Murdoc (Noob)
2. 4maskwolf (Experienced)
3. Dunamisdeos (Experienced)
4. MeimieFan88 (Noob)
5. Evilsx (Noob)
6. August (Noob)
7. Skullsploder (Experienced)
EDIT: And there's our 7. The order will be determined by the noob/experienced rotation and signup order.
Alright, we've generated Alabeanenu, the Momentous Planet.
http://dffd.wimbli.com/file.php?id=9114 (save file) [/spoiler]