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Difference between revisions of "User:Kydo"

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{{L|Glass Industry|Glass Industry Flowchart}} designed to replace the old one. Though it was a masterpiece of wiki-magic, it wasn't particularly in-depth, was a little vague, had a couple of inaccurate points, and kept breaking whenever anything changed. Thus, the logical solution is to replace it with a more comprehensive flowchart in the form of an image. Sadly, it's a little too literal, a little too... Blunt. It comes across as somewhat disorienting and menacing. It's a lot of tiny little things to look at, in order to fully interpret the whole... It reads like a schematic diagram of some ornate machine. If you have any ideas on how to make it appear friendlier, or read easier, please say something! I'd love to discuss it with you!
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== Current Fortress ==
  
[[Image:Glassflow.png|Thumb|Flowchart of the glass industry, and it's interaction with surrounding industries.]]
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=== Title Page: ===
  
{{L|Well guide|WELL GUIDE WORK}}. I am redoing the well guide for the latest version of DF. I'm saving it here, to work the kinks out and discuss it with other Dorfers before I go and copypasta it all into the currently empty page. Discussion of changes should be done on my discussion page. Feel free to make your own edits, just say something about it in the discussion page. I have a hard copy on my computer, if this gets vandalized.
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When I have something worthwhile hapen, I'll do a drawing for a genuine cover, and give it an appropriate title.
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=== Preface: ===
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I have an idea for a DF-inspired work of fiction. DF is fun on it's own, but it's when we get to telling stories about what we've seen and done that things really get entertaining. Most of us got pulled in by the stories of Boatmurdered, and that was done in an OLD version of the game! But I believe we can do better. Pretty much all of the DF writing I've read is either D for Dwarf content on the wiki, or written from the perspective of the player, frequently as the "leader" of the fortress. I want to do something different. I want to explore, from a first-person perspective, the lives of the dwarves, in close detail. What's it like for seven-year-old Medtobonul, wandering stone halls and observing statues of his grandparents being eviscerated by demons? I don't want there to be a single narrative, that would just be too isolated, it wouldn't really give the full scope impression of all the life in a given fortress. Rather, there shall be many narratives. Bits and scraps, like bits of old journals, engravings on walls... Sort of like ghosts or memories of something huge, something grand. Something deeper than just a simple (and violent) game. I want to tell stories about the down time, the (currently) non-existent barroom conversations, the travelling, the politics... Not just the horrible accidents.

Latest revision as of 08:56, 28 April 2014

Current Fortress[edit]

Title Page:[edit]

When I have something worthwhile hapen, I'll do a drawing for a genuine cover, and give it an appropriate title.

Preface:[edit]

I have an idea for a DF-inspired work of fiction. DF is fun on it's own, but it's when we get to telling stories about what we've seen and done that things really get entertaining. Most of us got pulled in by the stories of Boatmurdered, and that was done in an OLD version of the game! But I believe we can do better. Pretty much all of the DF writing I've read is either D for Dwarf content on the wiki, or written from the perspective of the player, frequently as the "leader" of the fortress. I want to do something different. I want to explore, from a first-person perspective, the lives of the dwarves, in close detail. What's it like for seven-year-old Medtobonul, wandering stone halls and observing statues of his grandparents being eviscerated by demons? I don't want there to be a single narrative, that would just be too isolated, it wouldn't really give the full scope impression of all the life in a given fortress. Rather, there shall be many narratives. Bits and scraps, like bits of old journals, engravings on walls... Sort of like ghosts or memories of something huge, something grand. Something deeper than just a simple (and violent) game. I want to tell stories about the down time, the (currently) non-existent barroom conversations, the travelling, the politics... Not just the horrible accidents.