Saturday, June 4, 2011

Legacy Challenge Rules

Hello everyone! I'm working on a second sims 3 challenge for the Late Night expansion pack. Here I will post chapters of the lives of my generations, hopefully entertaining you a bit while adding challenge comments at the end of each post. I am using my own modified rules and roll sheet for this challenge to suit my play style. Original challenge posted here.

RULES 
The Official Rules - Updated on 6/03/2011
To Begin:
1. Set your aging to normal.
2. Roll the first generation's goals and restrictions, and note them down.
3. Create your starting sims in CAS. If your result for section A is single parent or adoptive parent, roll a single sim. If your result is a couple, you may roll the couple at once if you'd like.
4. Move them onto an empty lot of your choice. You may be playing with this lot for a long time, so choose carefully.


General Rules:
1. This challenge runs for 10 generations, until the children considered to be the 10th generation die of old age. It is not required to roll for the 11th generation, unless you want to continue playing past the end of the challenge.
2. You lose if you fail any of the randomized parameters that you're required to meet for the generation.
3. No cheating! This means maxmotives, motherlode, kaching, fastskill mods, and anything that gives you a clear advantage over other players. In addition to the obvious methods, you should avoid sneaky exploits such as compendium farming or using vacations as free time to train skills “off the clock”. See rule 7 for more information on skilling while away from home. The robotic hand of god from awesomemod is not considered to be cheating, and even if you don't use the mod you are welcome to perform the actions yourself.
4. No aging sims up early. You must wait for them to age up naturally, or use a cake on the day they would naturally age up(wait until it says 0 days in the age bar).
5. From each generation, choose a sim to become the heir. If a sim is not the chosen heir, they must be moved out(kicked out or moved to a new house) of the household within 24 sim hours of aging up to young adult. The parents of the previous generation may remain in the household.
6. If you have ambitions, you must enable laundry by placing at least one hamper on the lot on day 1 (except if you've the goal "living in the past").

7. If you have world adventures, you must not use vacation destinations to have free skilling days. You are allowed to freely skill photography, martial arts and nectar making while away from home. Other skills must not be skilled or practiced, unless you use a mod such as awesomemod that allows you to scale the difficulty(set it to at least 3x the normal difficulty). Training that comes as a side effect of anything required for an adventure opportunity is allowed, as is athletics training while pushing things around in tombs or practicing martial arts. But don't abuse this provision.
8. Eating Ambrosia is banned unless you are going for the "Death Eater" Generation Goal. Your Sims can make it, but they cant eat it.
9. You are allowed ONE reroll of Challenge objectives throughout the entire challenge. Therefore use it carefully. Use it when a challenge objective is impossible to achieve etc. (see Misc Fun Roll - The Joker). If you gain "Joker" rolls then these stack with this. (so you start with one re-roll, if you then roll "The Joker" then you gain an additional re-roll for each joker you pick up.)
10. You're allowed to move in any other houses you want. So, your sims won't have to be stucked in the same house during all your legacy.
11. Rules to reroll careers of professions
. You're allowed to reroll in two cases:
- First case) Expansion Gift :
you are allowed to change only one roll to introduce a new EP career or profession (to avoid players having to wait a long time before testing the new EP possibilities) For example: if you've rolled Farmer for your sim's partner in generation 2, you're allowed to change it and introduce the new career.. With Generations, your partner could be Day care (section D-13) or Chemistry addict (section C2-10) . You're allowed only one change per job. So, if the new EP introduces 5 careers, you're allowed to change 5 times.
-Second case)
Repetitive careers:You are allowed to reroll a career or a profession, if you have rolled it twice for two close generations. For example you are allowed to reroll if you have a chef in generations 1 and 2, but not with generations 1 and 3.


Minor Clarifications, Allowed Mods, and Other Miscellaneous Stuffage:
1. You can use any lifetime happiness rewards, unless the rules specifically say you can't. See #5-7 below.
2. Twallan's career mod is ok to use, for the different schools as well as for the part-time careers. If you are using Twallan's career mods, you may want to use smacksim's career rolls to roll your careers.
3. You may make money freely using any method that isn't covered as an income type, with the exception that you may not sell klepto'd items unless you're currently in the criminal career track.
4. Resurrecting ghosts is not allowed, unless going for a ghost baby when you have rolled "Multi-Cultural"
5. Servos are allowed. You may invent as many servos as you can, but they all must move out or otherwise be removed from the household by the time the next generation becomes a young adult. All the servos you create may help with chores around the house, or as babysitters, but may not have a career or earn money, just like an unemployed sim.
6. The Moodlet Modifier is not allowed
7. The food replicator thing is allowed, unless you've rolled homemade or living green.
8. Super Commander from awesomemod is rumored to now have the capability to automate some ambitions jobs. Do not use this. Automation of skilling/collecting and other careers is fine.
9. If using a "Risky Woohoo" Mod and a "Teen Woohoo" Mod (I cant see this issue occuring otherwise) then if one of your Sims becomes pregnant or impregnates another Sim (accidentally or not) that Sim is automatically the heir regardless of whom you choose.
10. If you roll "5 Star Celebrity" you may introduce Celebrities to your town if its "Fame Ghosting" (No 5 star celebrities, etc.) You may also up and move your Family to Bridgeport if messing with the Towns gene pool doesn't agree with you (like me)
There is no limit at the moment on how many celebrities you can introduce, but dont abuse it, only introduce what you need. Make sure you are CERTAIN there are no celebrities first, rather than just going out and being "hmm no celebrities, ahh well lets add some"
11. Only the current heir needs to reach "5 Star Celebrity" Status, not the entire family.

ROLL SHEET (including dice in case you play offline. when strange numbers are listed with the dice rolls, just go with it. I am sure you can find a way to make it work ^^)
A.     Marital Structure (roll 2-12 or 2 dice)
2) Single Parent - You must not retain a spouse or partner on the lot. If your heir is female, you aren't allowed to move in the father of any children they may have. If your heir is male, the mother may be moved in for the pregnancy but must leave the lot within 24 sim hours of giving birth. Do not roll for section D.
3) Never married single parent– Like single parent, only your sim is with one partner for the majority of her life. You may have children with the “non-spouse” but he must never become part of the household.
4) Polyamorous – your sim never adds other sim to the household, nor marries. Instead she has multiple love interests at once.
1-5 = 2 lovers
6-10 = 3 lovers
5-7) Married couple – You must get married and move a spouse sim into the household.
8-9) Non married couple – You may move the other sim into the household, but they are not allowed to marry.
10) Polygamous – your sim has multiple husbands, in that they all live together in the same household. Be prepared for some insanely jealous sims!
1-5 = 2 husbands
6-10 = 3 husbands
11) Divorced – your sim finds a husband until their youngest child is the age of child, then the husband moves out after a big break up.
12) His & Hers – when your youngest child is aged to a child, the father moves out with half of the children. For odd numbers, roll.
                1-5 mother keeps spare
                6-10 father keeps spare

B1. Number of Children – Note that exceeding this number by having accidental twins or triplets is ok, but you must not have any more children after that. (roll 2-12 or 2 dice)
2-3) 1 (re-roll if you have His & Hers family structure)
4-6) 2
8-10) 3
11) 4
12) 5
B2. Child structure – Only applicable for families with more than one child.(Roll 2- 12 or 2 dice)
2-7) random biological children. If no girls arrive, tough luck! No using watermelon or apples!
8-9) all girls!
9-10) all boys and one girl, the heiress
11-12) all biological children except one adopted child, which will be a toddler.

C. Primary Income (Roll 2-12 or 2 dice)
2-7) Standard Career – Roll on chart C1 to determine which.
8-12) Non-Standard Career – Roll on chart C2 to determine which. If you have ambitions, you may join the jobs offered through the town hall(such as painter, sculptor, writer, etc).

C1. Standard Career List (Roll 2-13 or 2 dice)
2) Business
3) Criminal (Either branch)
4) Culinary
5) Science
6) Law Enforcement (either path)
7) Medical – If you have ambitions, take Education instead.
8) Professional Sports
9) Music (either branch)
10) Political
11) Military
12) Journalism
13) Movies (either branch)

C2. Non-Standard Career List (Roll 1-8 or 2 dice)
1) Farmer – Grow and sell your own produce. Nectar Making is considered part of farming, if you have world adventures.
2) Fishersim – Sell what you can fish up.
3-4) Author – Write books and live off of royalties.
5) Artist – Paint or sculpt(or both!) and sell the finished products.
6) Freelance Scientist - Devoted to logic and reason, but not feeling the 9-5 laboratory grind? Spend your time searching the galaxy, solving problems over the computer, and hacking instead.
7)  Mixologist – Moonlight as  mixologist to make money.
8) Busker – form a band to earn some extra cash

D. Secondary Income (Roll 2 dice or 2-12)
2-5) Standard Career – Roll on chart C1 to determine which.
6-9) Non-Standard Career – Roll on chart C2 to determine which.
10-12) Part Time Job – Your choice, as there's not much functional difference.



E. Generation Goal (Roll 1-8 or 2 dice.)
1) Deadbeat Parents - Opposite of Perfect Children. Do NOT potty train, teach to walk or teach to talk any toddlers. Do NOT read any toddler books to them. You must not be given the choice to choose any traits, apart from those during pregnancy, as they are a bit random and beyond your control.
2) Expansionist – Up In My Studio. Create a studio or office space that can suit your sim’s career.
3) 5 Star Celebrity - Your heir must become a household name and obtain a glittering 5 star celebrity status. (ONLY the heir needs to do this.)
4) Fulfilled – Both your heir and their spouse(if applicable) must obtain their LTW. Changing the LTW via aspiration reward is allowed.
5) Change of Scenery: Your Sim is fed up of the same 4 walls and wants to move. Either:
1. Delete everything in your house which isnt Sim made or from a vacation world. and build a new house from scratch.
2. Place a prebuilt house somewhere in your town and move into it.
3. Move into an existing house in your town.
4. Move your Sims to a new town. If you choose this option, then for neighbourhood continuity reasons your Sims may NOT move into a town your legacy has already lived in.
Re-roll if Generation 1.
6) Living Green - Must live eco-consciously. These restrictions take effect when the heir of the generation they're rolled for becomes a young adult, and continues until the next generation's heir reaches young adulthood.
* Must never take taxis. Carpooling to work or using the fire engine is ok, but sims must bike at all other times. If a sim takes a taxi, that's ok, but cancel the action and give them whatever bike they'd lost asap. Sims caught out without a bike must walk or jog until they arrive at a lot where you can give them a bike.
* Must use an eco-friendly laundry system. This consists of the expensive washing machine and a clothesline(no dryer allowed!). You may have multiple washing machines and clotheslines.
* Must grow your own produce and fish your own fish. You may purchase meat, dairy, eggs, etc from the store, but nothing that you can normally grow in your own garden or fish out of water. Cake and baked goods from the toy oven are okay to eat. Your sim doesn't have to eat organic or vegetarian food, normal food is ok, as long as you've grown the produce yourself.
* Must not waste fuel flying around the world. Your sims may only take one vacation per week.
* If your sim invents, you may not purchase scrap. You must salvage it on your own.
* You may not purchase 'new' furniture via the buy mode this generation, with the exception of bikes, bike racks, and your eco-friendly laundry system. You must obtain it 'used' from the junkyard, or steal it from community lots and other homes. The exception is if you are playing generation 1, in which case you may purchase as many beds, cribs and hampers as necessary, all toddler/child toys, one fridge, one oven, two sinks, one toilet, one shower and one counter. There are no restrictions on build mode.
* Your sim must either create a new park/nature-themed lot from scratch, or improve significantly upon an existing lot. In both cases, the sim must fund the project by subtracting the cost of the improvements or entire lot from the family funds.
7) Death Eater: Your Sim yearns to learn the secret of Immortality. At some point in their lives, the Heir (and Spouse if applicable) wants to eat Ambrosia. Each Sim may ONLY eat one portion of Ambrosia.
8) Property Mogul - Start a powerful business center and buy parts of at least 3 rabbit holes in town (whatever you want). You don't have to be the owner, only at least a partner. You can also buy Venues, and upgrade them. You are allowed to collect on the funds generated by these properties (this is the only way outside of oppurtunities that your Sim's can make money outside their career track)


F. Miscellaneous Fun (Roll 2 dice or 2-15)
2) Altruist – Donate the maximum amount possible every week to a charity of some kind.
3) Vegetarian – Every sim that you have the ability to choose traits for must have the vegetarian trait. No meat will be served in the household, and the only way meat-loving sims can have it is to order a pizza or go out to eat.
4) Runs in the Family – Pick a trait randomly. Every sim born this generation(see the definition in “Random” above) must have this trait before reaching young adulthood.
5) No Strangers – You may not call any service sims to the lot. This includes pizza delivery sims and babysitters; if both of your sims have to work, tough!
6) Sibling rivalry – This generation,  your heiress’s siblings will remain in the household forever and contribute to the household. For this sim, roll for secondary income job. The only time they must move out is if you need extra room for children.
                2-7: 1 sibling remains
                8-12: 2 siblings remain
7) Naming abnormailties – Every sim born this generation must have similar first names belonging to a category
2) Months IE August, May, April etc.
3) Flowers IE Rose, Lily, Violet etc.
4) Colors IE Scarlett, Violet, Bianca etc.
5) Other nature IE Rain, Storm, Brooke etc.
6) word names IE Chance, Chase, Hope etc.
7) Mythology IE Freja, Venus, Selene etc.
8)French
9) German
10) Finnish
11) Russian
12)Irish
13) Japanese
14) Character Names     
9) Half-Siblings - No two pregnancies this generation may be with the same partner. Re-roll if you only need one child or are not of a polyamorous or polygamous family.
10) In memoriam – Keep one special object from every sim in the household for this generation, for the heir, her spouse, and any children they have, and set aside this collection in a veneration room or chapel of sorts to remember your ancestors. Examples may include awards, plaques, books written, teddy bears, paintings painted, etc.
11) Multi-Cultural - All children born to this generation(the children born at the time you roll this will be the parents) must be from another culture, or combination of cultures. Re-roll if you're supposed to adopt. For additional flavor, try to use items from different cultures when choosing outfits for your sims, and for decorating your home this generation. Monsters, (ghosts, vampires etc.) count as a different culture for the purposes of this rule. Skins of different colors (green, blue ... or noticeably different from your sim's skin color) and service sims (butler, maids...) count as a different culture too.
12) It's so YOU - when the heir reaches YA, remake every room in the house to match the favorites and traits of their owners. Each bedroom should match their owners, and the general rooms should match those of the Sims who use them most, or the heir and heir's spouse. The heir's children should also have rooms in their favorite color(s).
13) Luxury - Replace the furniture of any room by the highest quality in the catalog. you'll need to save money for that, but money is not a problem for you, is it?
14) Live Your Trait - Choose one of your heir's 5 traits to live by. Your heir, starting at YA age, will have to do something every day that reflects this trait, and must fulfill any wishes that come up that are related to this trait, up to 5 wishes a day. If your heir rolls more than 5 trait related wishes in a day, you only have to do 5, though you can certainly do more. (Except for wishes related to the trait that would require you to break the income restriction rules, i.e. if you choose Artistic as your trait, you must fulfill wishes to paint or go to the art museum, but not wishes to sell paintings if you didn't roll for Artist as a career). Not every trait will be suitable for this rule, so you must be sure when choosing traits for your heir that you pick one that can be used for this rule. It must be a trait that allows you to actively do something every day for this trait and gives you wishes you can fulfill. So, as examples, artistic, athletic, virtuoso, neurotic, good, evil etc are good, but clumsy, loner, can't stand art, lucky, unlucky, etc are not good. Your heir can have these traits, but you must have one trait with related activities and wishes to choose as your dominant trait.
15) Living in the past –Your sims want to live in the old-fashioned way. You cannot use modern furnishings and electric lights at home. No tv, radios, cars, computers, showers (only bathtubs) electric lamps, electric guitar, stove, dishwasher, laundry machines and so on.. We are not going to give you a full list of forbidden items, as there are a lot of furnishings in the game, but if you want to buy a new item, try to choose one which needn’t electronic or electric components to work. At night, you can have light by using candles or fireplaces. You're allowed to use BBQ, picnics, buffets and firetraps to cook . You’re allowed to use CC items (ovens for instance) if you want (for instance medieval or victorian style CC). Try to decorate your rooms with old furnishings to make this goal more realistic. You can also dress your sims the same way to have more fun. You’re allowed to use modern furnishings in community lots, in foreign countries (except if it’s your second house), and in your neighbor’s homes. If you roll this goal and have "party to remember" too (section E), you're allowed to cook the required meals on BBQ only.

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