When I say completely blind, I mean not knowing what you'll be in for for your world at all at the very start - no using legends viewer to see what conflicts are in progress, look into the history of beast attacks, or even checking to see if you're in range of a necromancer tower; simply leave all of that at the start to the whims of fate and look into it as things happen rather than beforehand. No looking for that perfect world beyond "every civ type is alive, in range, and semi-functioning." Besides the played one of course.
Turns out our monarch is a goblin
Uh oh, guys? Seems we were in fact in range of a necromancer. Or nine.
What sorts of megabeasts can we expect?
How numerous are our neighbors?
Can we even expect a fight from anything besides the caverns or are we doomed to boredom and demon slaying because there's literally nothing else to test all our convoluted goldbergian murder/capture contraptions and such on?
Wherebeasts in the area, and were any once people of note in a civ?
Vampires in our midsts?
For mild bonus points, no preparations either, just "embark now" and hope for the best.
I hope that gets what I meant across.
I agree limiting games to the ancient 'single fortress to play until fps death' style has been done to death. Luckily we're playing Dwarf Fortress and have whole worlds to explore.
I think this is done out of tradition and the fact it's considerably easier to keep organized to some degree. Unfortunately having whole worlds to explore is kind of moot when you're trying mainly to tell you and your own gaggle of drunken bumblfucks' part of that world's story, or the world's history is, for want of better terms, bland for one reason or another (playable civs are isolated leading to a lack of interesting happenings to it to build off of beyond them maybe being overly naive for a society of thier race, some civ type died out early leaving you without a possible source of entertainment, all the non-cave megabeasts died, that sort of thing.)
There is of course exploring every civ's histories and such, but that can get extremely tedious extremely quickly.
And sure, there's using Adventure mode to discover historical events, but that's an inherently fickle set up potentially doomed to failure because you could get killed on the would-be explorer's first encounter with an unusually aggressive chimpanzee or something, multiple times, leading to a very very short series of "idiot went exploring and got killed by X about a day and a half later" incidents, which could become rather frustrating quickly and difficult make work well from what I've seen (I'm ashamed to admit I cannot name a single adventure mode-based story, but then I like stories told from a larger scale more than one random smuch trying to not get eaten by swans or whatever.)