The lifetime of a successful community fort in Bay12.
1. Birth. - First, someone needs to be interested enough in some facet of DF to write a story/community fort. Namely, the author needs to have something to write about: Absurdity, poor luck, hilarity, (il)logic, ambition, an unusual quirk, or an idea for a plot/storyline. Many community forts die because they simply are not interesting to their author.
2. Youth. - This period of a community fort's lifetime/story is the most tenuous and least rewarding for any story. Many of the more popular fortresses in the community games section were not so popular when the fortress was under a year old... or even when they reach their second page (That would be the fourth/fifth for you folks with the standard post display settings).
The author needs to care for their story during this vulnerable time, when very few people have read the story and reader comments are few and far between. People simply do not want to read a short or poor story, and a lack of (recent) posts is indicative of a rarely updated or poorly-written tale. If you keep you're thread updated regularly and interesting to read, more people will pop in to watch and sign up to join your fortress in ever-increasing numbers. I also must stress: You as the author need to communicate and respond to your readers. They will love the attention you give them and keep coming back for more. You're not a first-rate bestselling author (or if you are, pretend you are not!), and your readers are not scattered across the globe and internet. Spending time with your readers and learning what they like, or would like to see, can improve your writing and enjoyment with your story overall.
Out of everyone who reads your story, eventually you will garner a group of loyal followers who enjoy your story enough to check in on a regular basis for an update (be it daily, bidaily, weekly, or greater). As you get closer and closer to maturity expect more people to post in your thread expressing their likes, dislikes, and calling for participation. During this time, I also cannot stress enough: You need to talk with your readerbase. Developing a go
3. Maturity.
Once a story starts getting into 3-4 (8-20) pages the author is normally into the full swing of things. At this point you can step back and take things at a slower pace without causing a full-blown panic over a late update. This doesn't mean you can neglect your thread, but at this point short of totally disappearing for weeks on end, you can normally pick things up with a good-sized update and expect people to respond. Very few stories get this far, and those that do normally survive onward to Old Age and Death barring the death or incapacitation of the author.
Example: Ulolgeshud, The Last Fortress
4. Old Age.
In this stage of your stories life it has gone above and beyond what you expected of it, and has created a wonderful artifact that menaces with spikes of text and is banded in sentences and paragraphs. Like a dwarf (or good wine) your tale only gets stronger and better with age, as plot intricacies are revealed and some of the smaller climaxes in the tale have passed. By now you know where you want to go with it, and are halfway there already: marking your passing with your personal flair (it could be a new thing, or something developed while you were writing).
Example: Nist Akath
5. Death
All living things die, the same applies to written works as well. Eventually you have reached your final climax, the big reveal, demons overtake the world, an elite goblin axeman thrashes your entire fort, or your fort tantrum spirals and is slaughtered by a pikemaster-cum-cheesemaker with a mooing cow chip in his shoulder. The big thing to rememer when the end comes: Let it come! Finishing a good work at the right time can create a true classic, something to be remembered forever in the Hall of Legends as a true work of art ... at least until a random server wipe kills everything in the bay12forums forever.
Example:
http://www.bay12games.com/forum/index.php?topic=25242.100