Well, see how this goes I guess.
So, community fort. Far as I can tell, everyone here plays DF and is familiar with the concept. I guess the questions would be:
ANSWERED FOOL!
KOBOLD KAMP!KK is a clever conversion-y style mod made by our own Random Dragon. Rather than having a fort full of drunk, industrious, deadly dwarves, you get to play with a fort full of mostly-sober, surprisingly industrious, and Boldy dangerous Kobolds. It's also full of clever little Utterly Mad references, from the civilization symbol to statues.
Rules:1. No intentionally killing everyone unless the other players agree.
2. No just completely walling off the fort as the main form of defense - if all else is lost, sure.
3. Turns last one year.
4. Please try to squish your updates into a couple of posts so that I don't have to link up a million things when updating this.
Turn order:1. Random Dragon - Founding of the Kamp. An excellent reign tempered by reason and good design.
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32. Salt Mummy - The bones say shaman leads. Makes temple. Hunts pigs. Kick badger. Much crafts. Good leader.
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63. Apathetic Excuse - THE WARMASTER RULES! Much bluster, as effective of a secret weapon as you can have without mechanics.
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44. Caconym - Short turn, some wall building, the population grows.
15. Random Dragon - Fixing our defensive "fixes", redesigning our "designs". Another year of sensible rule to make sure the rest of us don't get the fort killed during our turns. Also, our first real siege. No lions involved. Turns out bolds are badasses.
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10 - SO MANY POSTS. About a fifth of which I've skipped. But here's the important ones.
6. Salt Mummy - The shaman rules again. Half the fort dies because of Mr. Ed. Shame we have a shaman and not a lich. Several great beasts show up - Bolds are truely badass! Also builds the coolest zoo ever.
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A note on the zoo, incase you can't see how awesome it is, and Salt's save if you want to see it yourself - ALSO SO MANY POSTS. Geeze, fellas.
6a. Warmaster story thing7. Apathetic Excuse - What a lazy fucker, skipping his turn.