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- Legacy - Infinite Improbability Challenge - A Legacy
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#1
30th Aug 2010 at 6:11 PM
Last edited by Kimxchan : 3rd Sep 2010 at 2:12 PM.
Posts: 36
Thanks: 1217 in 5 Posts
Infinite Improbability Challenge - A Legacy
To read these rules in a nice, pretty format (and for the extra 'Similar Challenges' and 'Suggestions' pages), see http://nibfrabbit.99k.org/wordpress/ Basically, this is a hybrid of the Sims 2 ISBI legacy and the random challenges that have gotten so popular. This challenge probably doesn't NEED to exist, but I made largely it for my own use and decided why not share. I just wasn't 100% happy with alternatives for my current legacy, that's all.
Thought I'd share here as it's a nice central location for challenges.
Main rules
1. Traits/Life Time Wish
Make your founder however you like, but start with a Young Adult (unless you want less time to find an heir and reach goals). I find it more fun to roll at least two random traits, but for the founder, it doesn’t matter. Chose the most interesting Life Time Wish out of the selection.
Once you have children, if you get the option of choosing traits, you may ONLY use the randomizer. Yes, even if you get wickedly bad or boring traits. You get one re-roll per generation (not per kid), with the exception of getting useless hidden traits, such as ‘Simbot’.
Since you won’t be commanding the children, you choose their Life Time Wish when they age to YA. You can either roll a die, or just pick, but remember that easier is not always more interesting. The only caveat is that you must pick the LTW BEFORE rolling the generation challenge.
2. Control
Note: The challenges CAN be done in a regular legacy, so feel free to skip this section.
You can only control one Sim per ‘generation’: your founder, and then the designated heir, much like the Sims2 I’m Surrounded By Idiots challenge. However, feel free to SELECT your other Sims to check their motives, take items out of their inventory (the exception being cars from spouses, unless you don’t sell them), etc. You MAY NOT direct those Sims to do anything, nor cancel their interactions.
Unlike the ISBI challenge, you don’t get a command for non-playables: ever. The exception to this is for people who have to command their Sim to the dresser/mirror, and to kick Sims out. My recommendation is to use Awesomemod or another mod that allows you to load the mirror/dresser without dropping a Sim’s queue. If you don’t, you should not interrupt anything more interesting than daydreaming on the bed or reading a book for makeover time. If you have a mod that lets you use CAS instead, don’t fiddle with sliders. Even the weight slider!
You may, once the Sim hits child (or just after move-in/creation for spouses and Simbots), give them one command to sleep in a specific bed, if Sims sleeping all over the place bothers you. Again, don’t interrupt anything interesting in a queue to do this, and don’t do it if they’re about to pass out but not going to bed themselves.
Just decline opportunities for non-playables, to avoid the game bothering you about them.
3. Spouses
Almost all Sims in the town are fair game for spouse. Please feel free to seed your town with CAS Sims. However, spouses should either be born in-game from your CAS Sims, or downloaded from someone else (ala Pixel_trade). This is just to introduce an element of creator diversity into your family.
With the exception of non-romantic autonomous WooHoo through mods, to make a Sim eligible as the parent of an heir, woo them! This means you must wait AT LEAST one Sim day before moving them in or TWO to propose marriage, and before you can propose going steady/move in/what have you, go on at least one “date” (that is, meet at a community location at some time other than when they meet) with his or her potential beloved. Your Sim MUST have at least three traits revealed to be eligible for initiating romance. The ONLY legal romantic interaction before knowing his or her traits are met is ‘Are you Single?’, unless your Sim’s personality dictates that he or she is not the ‘getting to know you’ type.
4. Reproduction and Designating the Heir
In order to advance the legacy, you’ll need an heir, clearly. There are no rules for reproduction except those in the challenges. Additionally, if you have an autonomous ‘Risky’ WooHoo/Try for Baby mod, you cannot cancel this interaction unless it interferes with your Playable’s ability to stay alive OR you already have 4 children of any origin in the house. Using mods to allow or artificially create same-sex pregnancies is absolutely fine.
All biological and adoptive descendants of your current Playable are eligible for heir, but step-children are not, no matter what. Neither are children who were raised in a different household OR any illegitimate children your spouse may have.
However: adopted children are only game if you’re playing a generation with no biological options OR if the kids were raised together (i.e. at least one biological child was no older than halfway through the child stage when the adoption was made).
You can designate the heir whenever you’d like, however, don’t switch over control until your heir becomes a YA. You have 24 Sim hours after the heir ages up to finish what you’re doing with the current Playable, and then you HAVE to make the switch. For this reason, start thinking about heir when the first child is still a teenager. Once a child becomes a YA, if you don’t select him or her as heir within 24 hours, they become ineligible. So you do have a time limit and might end up making a losing gamble on a younger child–but them’s the breaks.
4b. Double Heir
If you have a generation where you absolutely cannot choose between two children for heir, you may control them both for the generation– kind of. Every Sim-week, switch which one is the Playable. They also both need to fulfill the Generation Challenge to have their children eligible for heir, and you can’t leave the other with a Supreme Commander or similar command for the off week.
5. Cheating
Let your conscience be your guide. Feel free to use mods and cheat codes but REMEMBER: the goal of this Legacy Variant is to make PLAYING your legacy more fun. So, please don’t use money/mood/motive altering cheats or mods during game play unless they are not completely egregious–the definition of which is up to you.
6. Goals
Your goals for each generation will be as follows:
1. Fulfill your Playable’s LTW
2. Produce an Heir.
3. Roll and fulfill one generation challenge.
4. Every other Sim-week (beginning at 12:00AM Sunday) roll and begin a mini-challenge. You have until the next mini-challenge to fulfill the goal. Please note: The number of challenges for this game will not support a lifespan too much longer than the default 90 days
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
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#2
3rd Sep 2010 at 1:51 PM
Last edited by Kimxchan : 3rd Sep 2010 at 2:11 PM.
Posts: 36
Thanks: 1217 in 5 Posts
Generation Challenge
Roll this at the very start of each generation, here meaning when a new Sim becomes playable. These are designed to be a challenge to complete, to give you something to constantly think about or do that you might not, normally. They're also meant to enhance your gameplay, not make it a chore or be "unwinnable".
Still, a lot of them require you to create less than idyllic situations. If that's not your play style, there are lots of other mini-challenge and Legacy variants out there. That said, I have avoided creating challenges that deal with real-life drama, but please re-roll if completing the challenge would make you profoundly uncomfortable or otherwise effect your emotional health: its the Sims, for goodness sake, have fun.
You'll need a standard six-sided die or a number generator that can emulate one.
The first roll will give you your category, and a second roll will give you the challenge. There are a total of 36 generation challenges, so unless you’re insane/ambitious you won’t be doing a significant number of them in one go.
Conditions for a valid re-roll are listed with each challenge, but never re-roll for category (there’s at least one challenge per group that doesn’t have re-roll conditions). Additionally, if the challenge is basically your Sim’s Life Time Wish with a tiny amount of extra work, re-roll. You are never required to re-roll under any condition, but remember that the goal is to generally to give your Sims MORE personality, not ignore their traits. You may also re-roll if you have done the same challenge within the last two generations.
Challenges are 'spoilered' for space, I don't care if you peek.
1: Children/Spouse
1. Unconditional Love: Your heir must be best friends with the Playable from childhood onward. Additionally, they must interact frequently (at least one conversation/game a day) be called to meals, etc. So, either pick early or spend a lot of time with everyone to have choices. Choose some group activity (going to the park for a picnic, seeing a movie, etc) and do that on the same day every week. If your Playable Dislikes Children, too bad.
2. Playing Favorites: Pick one child who gets ALL the attention of the parents; this child must learn all three major toddler skills, be read at least two full books, have clothing options (and be changed into them, as a toddler), have a customized nursery and then a PRIVATE room that adapts to his/her age. This kid should be played with and talked to, helped with homework, etc. This kid does NOT have to become heir, BUT the rest of the kids have to be minimum-effort (whatever that means for you). If your Playable Dislikes Children, re-roll in this category.
3. Neglectful: Let your spouse, babysitter, or Simbot do all the work. Only interact with your children to keep them from being taken away for starvation. Give your Sim something to do as soon as possible if you find him/her in a conversation or game with one of the children, but don't cancel interactions. You CANNOT adopt for this generation. If your Playable is Family Oriented, re-roll in this category.
4. Bad Parent: Pick one child to neglect! Again, only (positively) interact with this child to keep it from starving. Make sure to give them a tiny room (or none!), don't teach them as a toddler, etc. If your Sim is Mean-Spirited, Inappropriate, Childish, Evil, or Insane, then kick it up as many notches as you feel their personality warrants. If your Sim is Family Oriented, Good, or Friendly, or you are profoundly uncomfortable with being intentionally mean to a Sim child, re-roll in this category.
5. Hands Off: Your Sim is all over his or her spouse--until that first chime. After the first conception, no more romantic interactions--friendly ones are just fine, but it's become a non-physical bond. This is an instance where you are allowed--actually, required!-- to cancel autonmous Woo-Hoo. If you want more kids, you'll have to start the process over with another spouse (with the same results) or else adopt. The exception is if your Sim rolls a want to do a romantic interaction--then you can take that as a sign to try for another baby. If your Sim is Flirty or a Hopeless Romantic, re-roll in this category.
6. Romance Sim, Redux: Your Sim cannot have children with the same Sim more than once--and you must have at least three pregnancies in this generation. If your Sim gets married, he/she either needs to get divorced or you'll have to initiate an affair. Only children that live in the house are eligible for heir, but if your Sim is male this round, feel free to fulfill the requirements with non-eligible heirs. For this round, wooing requirements are waived for any spouse after the first. If your Sim is a Hopeless Romantic or Good, re-roll in this category.
2: Social Life
1. The Host: Your Sim must throw at least one Great party a week with at least two non-family guests. That means if your first party falls flat, you have to try again. For extra flavor, don't just do house birthday parties, but go out, have cookouts, etc. If your Sim is Grumpy or a Loner, re-roll in this category.
2. Dear Friend: Maintain at least three real friendships throughout the life of your Sim. If you're still with your Founder, then it can be anyone, but otherwise, favor those your Sim visited or had over as a child, where possible. These Sims must never drop below 'Good Friend' in status, and you must have them over, go out to locations with them, and also visit their house. If they have kids, then occasionally visit with your children, too! One of the friends can be a spare.
3. Town Jerk: Your Sim is a jerk, let's face it. He or she should argue and insult others whenever possible, but not necessarily get in to fights. Exactly zero non-family Sims should ever be on terms higher than acquaintance with your Sim for more than a day. There are NO exceptions to this, so don't chose this generation to have a Sim who needs to schmooze with anyone, for any reason. You must take your Sim out to bicker at least every other day--no circumventing this by being a shut-in! If your Sim is Friendly or Good, re-roll in this category.
4. Amiable Loaf: Your Sim can only sleep in the same house two nights in a row (including their own), and no repeats in a week! Never make your own meals, except to eat out of community fridges. Your Sim can spend as much time during the day at home, but you HAVE to be accepted to spend the night elsewhere most nights--so for pregnancies, plan ahead! You need to be friends with whomever you're mooching off of for the night, even only just. If your Sim is a Loner, re-roll in this category.
5. The Regular: Pick a community location, preferably one with activities (so you might need to go in to Edit Town) that attract town Sims, and one that matches the personality of your Sim. Go there at the same time every day (suggestion: between 5-7PM) and spend at least a Sim-hour there. This is the only lot on which you’re allowed to socialize with non-family Sims. If another Sim shows up more than once, get to know them better. You can and should invite work buddies to this place.
6. Invisible Man: Your Sim can't be friends or enemies with anyone except his or her spouse and children. Conversations should not go on for more than two interactions. Again, the spouse is an exception. So, when you're looking for a spouse, one ‘potential’ at a time can have more interactions, but if they turn out to be unviable, you can't move on to the next choice for a full day. If your Sim is a Party Animal or Charismatic, re-roll in this category.
3: Life Goals
1. Apathy City: Your Sim just doesn't try hard. Marry/woo the first eligible Sim you see. Don't raise any skill or job beyond level 5, never let him or her finish a book, a repair, or clean more than one or two things a day. Laundry and recycling are out, as is world travel. Let your Sim "go", as it were, and don't prevent him or her from gaining weight. If your Sim is Hardworking, a Perfectionist, Ambitious, Disciplined, or a Snob, re-roll in this category.
2. A for Effort: For this challenge, you'll have to make an honest effort with your Sim. Work hard toward those promotions, never say no to an opportunity, and work toward at least one challenge for every page of your Skill Journal. Begin learning a multitude of skills--with all this to work toward, who can blame your Sim if he or she doesn't succeed all the time? At least you're trying. If your Sim is a Couch Potato or Perfectionist, re-roll in this category.
3. I Can Do That: Learn every. Single. (non-hidden). Skill. And then, get them at least to level 5. The more maxed skills your Sim has at the torch-passing, the better. You are not allowed to work on non-location skills on vacation (vacation skills are optional). If your Sim has a trait that precludes the sense of learning a certain skill (Painting for Can't Stand Art, etc), you get a pass on that skill. If your Sim is a Couch Potato OR if you have ANY mods that make skilling easier (take them out or), re-roll in this category.
4. The Owner: Take your current generation and divide by 2, rounding up to a whole number: You must own a share of at least that many different businesses and eventually completely own at least one. Your first must be a restaurant--make sure your Sim eats there at least three times a week. Hang out socializing outside the rabbitholes you’ve invested in, and use their services whenever possible, etc. If your Sim is Frugal, re-roll in this category.
5. Well Rounded: Attend at least one class at a community location every week. Read the newspaper for weekly events and participate in at least one of those every week as well. Learn a variety of skills and take a different job every week (don’t forget the part time jobs!) until you run out. Your Sim should also finish at least one non-skill book every week and (if available) discuss it with others. Take your Sim to the museum and small parks, initiate conversations with Sims that look like they would (in a real world) be completely out of your Sim’s social sphere, etc. If your Sim is a Snob or a Couch Potato, or must reach a certain level in a Career for the LTW, re-roll in this category.
6. The Three R’s: Reduce, Reuse, Recycle. Your Sim can only make purchases in the first week, to prepare for the rest. Buy your Sim a bike and sell the fridge: food must be grown or caught for the entire generation. No automatic sprinklers, and no dryer if you have Ambitions. Shower only when your Sim starts to smell. Cut down on electricity use by selling the computer and TV or keeping them in the family Inventory most of the time, etc. Children after the first should have “hand me downs”-- no keeping the clothes they age in to. You should maintain an impressive garden, but never fish from the same location more than two days in a row. If your Sim is a Couch Potato, re-roll in this category.
4: Personality Issues
1. Big Personality: The only interactions besides 'Get to Know' and 'Chat', available to your Sim are those under 'Special', and every thing your Sim does (besides the basics, like bathroom use) has to be justified through their Traits. Clearly, use your discretion here, but really play to the traits of your Sim. Redecorate this house to reflect their personality as well, or even move if warranted. Give them an appropriate make-over. If your Sim doesn't have a single trait with special interactions, re-roll in this category.
2. Two Faces: For this, you’ll need a coin. Every time you’re about to initiate an interaction, flip the coin. If it’s heads, your Sim will be very friendly, polite, and interested in the other Sim. If it’s tails, your Sim is a horror, picking fights and being totally rude without provocation. At any break in conversation, flip again. Feel free to decorate and dress this generation with the theme of duality.
3. Extremist: Choose one of your Sim’s traits to be their dominate trait. Your Sim will always bring up things related to the trait, and initiate arguments with those who do something opposite to the trait (eating a meat dish when your Sim is Vegetarian, etc). If the trait has related skills or jobs, then you need to bring both of them to level 10. Children should be named in a theme related to this trait. Basically, it is an obsession in their life, second to nothing.
4. Hoarder: Never allow your Sim to sell or clean anything. Don’t hire any maids, and if anyone comes over and tries to clean, ask them to leave. Make sure to go collecting, dig through trash cans, etc, and display whatever you find--even trash! If your Sim is Neat, re-roll in this category.
5. Everyone’s Hero: Your Sim MUST follow and max one of these careers: Law Enforcement, Medical, Military, Firefigher, or Education. Additionally, never use a negative interaction, and make sure to greet Sims as you go past them and ask about their day or be a friendly ear. Donate to charity if you can, and use ‘Edit Town’ to beautify public areas further: if there’s an empty lot, make a park. If you have a mod that allows you to transfer items to townsfolk, occasionally gift them with something nice. If your Sim is Mean Spirited or Evil, re-roll in this category.
6. Constant Creator: Your Sim must learn all creative skills (Cooking, Guitar, Painting, and Writing), and max as many as you can. He or she cannot join ANY careers (even the skill based ones) or sell collected items, and must earn money solely through the sale of his or her creations. Redecorate the house to reflect the kind of ‘art’ your sim prefers: modern, country, classical, etc. If your Sim Can’t Stand Art, re-roll in this category.
5: Morbid and Mean
1. Cull the Herd: Your Sim should be ‘responsible’ for the death of at least four non-family members. Their relationship must be at Good or Best Friends before you intiate the death. Kill that Sim off however you choose and store the urn or grave marker in a secluded area of your lot. If your Sim is Good, re-roll in this category.
2. Deathly Pallor: Your spouse(s) for this generation must be a ghost--with the same wooing requirements as usual (except the date can happen in the graveyard). You might want to manage the dead of your town before picking. Your Sim should be somewhat obsessed with death, as well, hanging around the graveyard, exploring the tomb and even working there. If your Sim is a Coward, re-roll in this category.
3. Suspicious Circumstances: Your standard ‘black widow’ challenge. You must marry and murder at least three different Sims, and retain the urns/grave markers. The more you marry, the better, and don’t feel any remorse about controlling the elder population of your town this way. The wooing requirements are waived for this challenge. If your Sim is Good, re-roll in this category.
4. Feuding Families: This challenge really begins once your first child becomes a toddler. Pick a family that has at least one child of that will be of marriageable age/gender for that kid, and set out to make them the entire family enemies with your Sim. Make sure the parents reach the absolute lowest level, and declare them your Nemesis. If you catch anyone being nice to them, argue at least once. Bonus: Bring your similarly-aged child along whenever you’re going over to feud and see if anything develops.
5. The Dastard: Make your Sim over as you envision a villain to look, and craft the house into an evil lair of sorts. All the children must be named on some sort of evil theme (serial killers, famous villains, etc) and the first time you’re prompted to pick traits for each child, choose Evil. Go around town being sort of generically awful: kicking over trash, stealing candy from babies if you can, etc. Bonus if your Sim makes to the top of the Political Career. If your Sim is Good, re-roll in this category.
6. The Collector: Make friends with every elder Sim you run in to. As they die, move their gravestones to your lot (at least two, after which a very nearby community lot, to control lag, is acceptable). You can only move them if you’ve made at least ‘Good Friends’ with them, and you can’t move any in. At the end of the generation, do whatever you want with the ghosts, but during the challenge, you must socialize with them and hang around their graves/urns whenever your Sim is not busy with something else. If your Sim is a Coward, or your computer would roll over and die with ghosts on the lot, re-roll in this category.
6: Silly Things
1. Grilled Cheese, redux: Your Sim is completely obsessed with food. This can be a single food type or it can be all. Always eat at least two servings, cook group meals (even if living alone), and at least twice a week, grill or picnic at the park. If possible, decorate to a food theme, and spend at least a sim hour every day on the computer chatting/posting “about food” (just pretend) or talking to strangers outside the bistro, grocery store, or diner.
2. Accelerated Rainbow Challenge: Each child must have a color themed name, room, and outfits, working down the rainbow. So, in order: red, orange, yellow, green, blue, (indigo), violet. The goal is to do as many colors as possible, but indigo is optional in the sequence. Changing the hair is optional, based on how you feel about genetic lines. Additionally, if you get the opportunity to pick their traits; red (hot-headed or great kisser), orange (artistic or excitable), yellow (ambitious or coward), green(lucky or vegetarian), blue (loner or schmoozer), indigo (friendly or over-emotional), violet (flirty or genius).
3. What a Twist! : Your Sim longs for life away from the modern world. Either move to the very outskirts of town or landscape to make it look like you live in a forest. Remove all technology/electric items from the lot; if you have custom content items that look non-electric, they’re kosher. The only thing you can maintain is indoor plumbing, and phone interactions that CANNOT be accomplished in other ways (don’t call someone over, find that other Sim and invite him or her, etc). So, no fridge, no TV, no computer, no car, etc--no electric lights! If you have clothing that looks old fashioned or historical from any era, use that. You can use the buydebug cheat to place invisible lighting for screenshot purposes/your personal need to see. If your Sim is a Computer Whiz or Eccentric, re-roll in this category.
4. Competitive: Your Sim just can’t pass up an opportunity to compete. This includes chess matches, town events, opportunities, and the like. You should own at least two different games, be they video games, chess, etc. Invite people over, with the specific intent of playing games against them. Your Sim should follow a competitive career track (such as Sports) as well. Please note that there is no requirement to WIN. If your Sim is a Coward, re-roll in this category.
5. Not Fit for this Job: Take up a career path that runs completely contrary to your Sim’s traits and LTW (Coward working in the Mausoleum, that sort of thing) Do your best to actively avoid advancing too far, such as not learning skills your Sim should have no interest in, not schmoozing with the boss, etc. Pick the least useful work attitude that still makes sense for your Sim. If your Sim wants to reach a certain level in a career as his or her LTW, re-roll in this category.
6. Snoop: Your Sim is a down-right no-good gossip. He or she shares at least two gossips in every conversation, and is constantly snooping about to find more to tell. Dig through your neighbors’ trash cans, peek in their windows, and the like. You should also get to know everyone you talk to at least a bit, as that will give you more fuel for the fire. If your Sim is a Loner, or Absent-Minded, re-roll in this category.
Mini-Challenges
With the default stage lengths and normal age lengths, your average number of mini-challenges will be two or three per generation, depending on what day of the week you begin and how long it takes you to produce the actual heir (since it takes 31 days to go from baby to YA usually).
There are 20 mini-challenges, which means you’ll probably have to repeat some if you go to generation 10. This area may well be expanded in the future. For now, it is kosher to use another random table if you run out of options.
I have not listed specific re-roll conditions for mini-challenges, but if it seems like something totally contrary to your Sim’s personality, LTW, or generation challenge, go ahead and re-roll. Mini challenges are not grouped according to theme, so you can re-roll for both group and letter.
Again, mini-challenges begin on Sunday midnight, and are in affect for 14 days, unless you decide to do them weekly. That means you have two sim weeks to fulfill requirements. If you have a 'goal'' challenge versus a behavior/play challenge and finish early, you do not have to re-roll before the Sunday deadline. You may find it useful to note which Week your town is on when you start a challenge so you can keep track of the days.
Roll a die to get your challenge group. If you roll a six here, roll again for the group number but do challenge ‘D’ for that group.
Now that you have that, roll one more time (unless you got a six first!). If you get 1-2, do challenge A in your number group. 3-4 are challenge B, and 5-6 are challenge C.
Group One
A. Stalker: Pick a Sim that is not your relative. Your Sim is now completely obsessed with this person. Follow him or her around, but never have your Sim introduce him or herself. Dig in his or her trash, get to know the family and friends, hang out around the outside of the house... etc.
B. Spontaneous: Lock and fulfill every small wish for your Sim for the next two weeks, as they come up. If your Sim wants to do a specific task or interact with someone, drop EVERYTHING to do that thing. Things that are not small wishes are those that would take more than 1 day to achieve. Unless you have awesomemod and can fill non-locked wishes, you cannot keep big wishes.
C. Change! : You can’t wear the same outfit two days in a row, and can only repeat after four days. Feel free to rotate between everyday/formal/athletic rather than change your three everyday outfits constantly. If your Sim is pregnant, go ahead and choose one of the other three challenges in this category. If your Sim may become pregnant, make sure you plan maternity-ready outfits now.
D. Caped Crusader: Create a super hero costume for your Sim. You may want to go the route of ‘shoddy piecemeal costume’ if you haven’t got clothes/accessories in the game that are appropriate. But, once you’ve made the costume, wear it out at least three times a week and go around brightening people’s days, filling opportunities, or just being an all-around nice person.
Group Two
A. Friendly Neighbor: Visit each household on your block and meet your neighbors. You should stay for at least one full ‘Chat’ interaction per household. That’s all.
B. Outer Limits: Your Sim must walk to the each corner of the world map and visit every single community location (including dinky out of the way parks). But WALK, and stay with him or her the entire time, stopping to collect anything you see and chatting with any Sims you run in to. Depending on how long this takes, you might not want to do it all at once.
C. Junk Collector: Spend all the money your Sim makes each day on something 100% useless: genre books, deco items, etc. These items should follow some sort of theme if possible that ties in with your generation challenge or Sim’s traits.
D. Can’t Sleep: Go for as long as possible without letting your Sim actually sleep. Naps and coffee are totally acceptable and encouraged; mods to negate the need to sleep are not.
Group Three
A. Double Dog Dared: Spend every night in the graveyard for an entire week. Ring the neighbor’s door bell and run off. Perform interactions that you might not normally, such as insulting people, hitting on Sims you just met, etc. Basically, act like your Sim is being dared to do the kind of things people get dared to do.
B. Trendsetter: Like the Change! mini challenge, you have to change your Sim’s appearance. However, you only have to do it every couple of days, and it needs to be in to something outlandish or ridiculous by your Sim’s standards. Walk around town talking with people to “show off”. Please keep in mind that the color of your Sim’s hair is genetic whether or not it’s what they were made or born with! If your Sim is pregnant, go ahead and choose one of the other three challenges in this category. If your Sim may become pregnant, make sure you plan maternity-ready outfits now.
C. Little Friends: Go bug hunting and fishing, and put all of your finds on display. Give them names. You should catch at least two new ‘friends’ for each day. What you do with these at the end of the two weeks is up to you.
D. Our Condolences: Watch out for death notices (through the paper if nothing else), and if there is surviving family, visit them. Be nice to the grieving family and definitely watch for any special interactions such as cheering them up, etc.
Group Four
A. Real Estate Freeze: None of your Sims may move off the lot/be kicked out during this time period, although new Sims may move in/be born. The only exception to this rule is if you have no heirs and a full house, in which case the oldest (non parent) Sim can be moved out to make room for an heir.
B. Dr. Jekyll/Mr. Hyde: Your Sim is perfectly pleasant during the day, but at night is a complete and utter jerk. Your Sim will try to avoid interacting with people in this state, but simply won’t be able to help it. Make sure to interact with someone your Sim already knows at least once or twice during the challenge.
C. Broken Stove: Sell or store the stove during this challenge: it is ‘busted’ and requires a special order part that will take some time to arrive. So, all your meals must be cold, ordered, grilled, or microwaved.
D. Bathroom Renovations: Your family has to get by with only one bathroom, because the rest are being “remodeled”. If you have less than three sims or already get by with one bathroom, choose one of the other three challenges in this category.
Group Five
A. DNA Test Mute your game or use a no-jingles mod, then get into a romantic relationship with at least three different Sims with drastically different genetics. On the same day, Try for Baby at least twice with each, as close together as possible. Don’t do anything that would announce a pregnancy before you’ve TFB’d with all three. If your Sim is male, do challenge D.
B. Age Gap: Have your Sim woo someone who is in a different age bracket than they are--the bigger the better (YA to Elder, etc). If fulfilling this challenge involves an affair, whether to break up your current marriage is optional.
C. Clean Slate/Witness Protection: Quit your job and move out. Only the children can come with, and they’re optional. You may move back in at the end of the mini-challenge if desired (you might want to mark your house as protected/sacred/etc if you have a story mod). Create a completely new wardrobe with a different fashion sensibility, add or remove glasses, and even change your Sim's hair color(yes, really). You don’t have to get divorced for this challenge.
D. Secret Family: Have your Sim fall in love and start a family off-lot. If the mother asks you to move in, decline, no matter the reprucussions. However, you have to go over there at least three times a week and help with the child rearing however possible, so you might have to do a lot of re-wooing. The only way to make the ‘second family’ eligible for heir is to divorce the current family and move in there--negating the eligibility for heir of your “first” family. If your Sim is female, do challenge A.
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
Roll this at the very start of each generation, here meaning when a new Sim becomes playable. These are designed to be a challenge to complete, to give you something to constantly think about or do that you might not, normally. They're also meant to enhance your gameplay, not make it a chore or be "unwinnable".
Still, a lot of them require you to create less than idyllic situations. If that's not your play style, there are lots of other mini-challenge and Legacy variants out there. That said, I have avoided creating challenges that deal with real-life drama, but please re-roll if completing the challenge would make you profoundly uncomfortable or otherwise effect your emotional health: its the Sims, for goodness sake, have fun.
You'll need a standard six-sided die or a number generator that can emulate one.
The first roll will give you your category, and a second roll will give you the challenge. There are a total of 36 generation challenges, so unless you’re insane/ambitious you won’t be doing a significant number of them in one go.
Conditions for a valid re-roll are listed with each challenge, but never re-roll for category (there’s at least one challenge per group that doesn’t have re-roll conditions). Additionally, if the challenge is basically your Sim’s Life Time Wish with a tiny amount of extra work, re-roll. You are never required to re-roll under any condition, but remember that the goal is to generally to give your Sims MORE personality, not ignore their traits. You may also re-roll if you have done the same challenge within the last two generations.
Challenges are 'spoilered' for space, I don't care if you peek.
1: Children/Spouse
1. Unconditional Love: Your heir must be best friends with the Playable from childhood onward. Additionally, they must interact frequently (at least one conversation/game a day) be called to meals, etc. So, either pick early or spend a lot of time with everyone to have choices. Choose some group activity (going to the park for a picnic, seeing a movie, etc) and do that on the same day every week. If your Playable Dislikes Children, too bad.
2. Playing Favorites: Pick one child who gets ALL the attention of the parents; this child must learn all three major toddler skills, be read at least two full books, have clothing options (and be changed into them, as a toddler), have a customized nursery and then a PRIVATE room that adapts to his/her age. This kid should be played with and talked to, helped with homework, etc. This kid does NOT have to become heir, BUT the rest of the kids have to be minimum-effort (whatever that means for you). If your Playable Dislikes Children, re-roll in this category.
3. Neglectful: Let your spouse, babysitter, or Simbot do all the work. Only interact with your children to keep them from being taken away for starvation. Give your Sim something to do as soon as possible if you find him/her in a conversation or game with one of the children, but don't cancel interactions. You CANNOT adopt for this generation. If your Playable is Family Oriented, re-roll in this category.
4. Bad Parent: Pick one child to neglect! Again, only (positively) interact with this child to keep it from starving. Make sure to give them a tiny room (or none!), don't teach them as a toddler, etc. If your Sim is Mean-Spirited, Inappropriate, Childish, Evil, or Insane, then kick it up as many notches as you feel their personality warrants. If your Sim is Family Oriented, Good, or Friendly, or you are profoundly uncomfortable with being intentionally mean to a Sim child, re-roll in this category.
5. Hands Off: Your Sim is all over his or her spouse--until that first chime. After the first conception, no more romantic interactions--friendly ones are just fine, but it's become a non-physical bond. This is an instance where you are allowed--actually, required!-- to cancel autonmous Woo-Hoo. If you want more kids, you'll have to start the process over with another spouse (with the same results) or else adopt. The exception is if your Sim rolls a want to do a romantic interaction--then you can take that as a sign to try for another baby. If your Sim is Flirty or a Hopeless Romantic, re-roll in this category.
6. Romance Sim, Redux: Your Sim cannot have children with the same Sim more than once--and you must have at least three pregnancies in this generation. If your Sim gets married, he/she either needs to get divorced or you'll have to initiate an affair. Only children that live in the house are eligible for heir, but if your Sim is male this round, feel free to fulfill the requirements with non-eligible heirs. For this round, wooing requirements are waived for any spouse after the first. If your Sim is a Hopeless Romantic or Good, re-roll in this category.
2: Social Life
1. The Host: Your Sim must throw at least one Great party a week with at least two non-family guests. That means if your first party falls flat, you have to try again. For extra flavor, don't just do house birthday parties, but go out, have cookouts, etc. If your Sim is Grumpy or a Loner, re-roll in this category.
2. Dear Friend: Maintain at least three real friendships throughout the life of your Sim. If you're still with your Founder, then it can be anyone, but otherwise, favor those your Sim visited or had over as a child, where possible. These Sims must never drop below 'Good Friend' in status, and you must have them over, go out to locations with them, and also visit their house. If they have kids, then occasionally visit with your children, too! One of the friends can be a spare.
3. Town Jerk: Your Sim is a jerk, let's face it. He or she should argue and insult others whenever possible, but not necessarily get in to fights. Exactly zero non-family Sims should ever be on terms higher than acquaintance with your Sim for more than a day. There are NO exceptions to this, so don't chose this generation to have a Sim who needs to schmooze with anyone, for any reason. You must take your Sim out to bicker at least every other day--no circumventing this by being a shut-in! If your Sim is Friendly or Good, re-roll in this category.
4. Amiable Loaf: Your Sim can only sleep in the same house two nights in a row (including their own), and no repeats in a week! Never make your own meals, except to eat out of community fridges. Your Sim can spend as much time during the day at home, but you HAVE to be accepted to spend the night elsewhere most nights--so for pregnancies, plan ahead! You need to be friends with whomever you're mooching off of for the night, even only just. If your Sim is a Loner, re-roll in this category.
5. The Regular: Pick a community location, preferably one with activities (so you might need to go in to Edit Town) that attract town Sims, and one that matches the personality of your Sim. Go there at the same time every day (suggestion: between 5-7PM) and spend at least a Sim-hour there. This is the only lot on which you’re allowed to socialize with non-family Sims. If another Sim shows up more than once, get to know them better. You can and should invite work buddies to this place.
6. Invisible Man: Your Sim can't be friends or enemies with anyone except his or her spouse and children. Conversations should not go on for more than two interactions. Again, the spouse is an exception. So, when you're looking for a spouse, one ‘potential’ at a time can have more interactions, but if they turn out to be unviable, you can't move on to the next choice for a full day. If your Sim is a Party Animal or Charismatic, re-roll in this category.
3: Life Goals
1. Apathy City: Your Sim just doesn't try hard. Marry/woo the first eligible Sim you see. Don't raise any skill or job beyond level 5, never let him or her finish a book, a repair, or clean more than one or two things a day. Laundry and recycling are out, as is world travel. Let your Sim "go", as it were, and don't prevent him or her from gaining weight. If your Sim is Hardworking, a Perfectionist, Ambitious, Disciplined, or a Snob, re-roll in this category.
2. A for Effort: For this challenge, you'll have to make an honest effort with your Sim. Work hard toward those promotions, never say no to an opportunity, and work toward at least one challenge for every page of your Skill Journal. Begin learning a multitude of skills--with all this to work toward, who can blame your Sim if he or she doesn't succeed all the time? At least you're trying. If your Sim is a Couch Potato or Perfectionist, re-roll in this category.
3. I Can Do That: Learn every. Single. (non-hidden). Skill. And then, get them at least to level 5. The more maxed skills your Sim has at the torch-passing, the better. You are not allowed to work on non-location skills on vacation (vacation skills are optional). If your Sim has a trait that precludes the sense of learning a certain skill (Painting for Can't Stand Art, etc), you get a pass on that skill. If your Sim is a Couch Potato OR if you have ANY mods that make skilling easier (take them out or), re-roll in this category.
4. The Owner: Take your current generation and divide by 2, rounding up to a whole number: You must own a share of at least that many different businesses and eventually completely own at least one. Your first must be a restaurant--make sure your Sim eats there at least three times a week. Hang out socializing outside the rabbitholes you’ve invested in, and use their services whenever possible, etc. If your Sim is Frugal, re-roll in this category.
5. Well Rounded: Attend at least one class at a community location every week. Read the newspaper for weekly events and participate in at least one of those every week as well. Learn a variety of skills and take a different job every week (don’t forget the part time jobs!) until you run out. Your Sim should also finish at least one non-skill book every week and (if available) discuss it with others. Take your Sim to the museum and small parks, initiate conversations with Sims that look like they would (in a real world) be completely out of your Sim’s social sphere, etc. If your Sim is a Snob or a Couch Potato, or must reach a certain level in a Career for the LTW, re-roll in this category.
6. The Three R’s: Reduce, Reuse, Recycle. Your Sim can only make purchases in the first week, to prepare for the rest. Buy your Sim a bike and sell the fridge: food must be grown or caught for the entire generation. No automatic sprinklers, and no dryer if you have Ambitions. Shower only when your Sim starts to smell. Cut down on electricity use by selling the computer and TV or keeping them in the family Inventory most of the time, etc. Children after the first should have “hand me downs”-- no keeping the clothes they age in to. You should maintain an impressive garden, but never fish from the same location more than two days in a row. If your Sim is a Couch Potato, re-roll in this category.
4: Personality Issues
1. Big Personality: The only interactions besides 'Get to Know' and 'Chat', available to your Sim are those under 'Special', and every thing your Sim does (besides the basics, like bathroom use) has to be justified through their Traits. Clearly, use your discretion here, but really play to the traits of your Sim. Redecorate this house to reflect their personality as well, or even move if warranted. Give them an appropriate make-over. If your Sim doesn't have a single trait with special interactions, re-roll in this category.
2. Two Faces: For this, you’ll need a coin. Every time you’re about to initiate an interaction, flip the coin. If it’s heads, your Sim will be very friendly, polite, and interested in the other Sim. If it’s tails, your Sim is a horror, picking fights and being totally rude without provocation. At any break in conversation, flip again. Feel free to decorate and dress this generation with the theme of duality.
3. Extremist: Choose one of your Sim’s traits to be their dominate trait. Your Sim will always bring up things related to the trait, and initiate arguments with those who do something opposite to the trait (eating a meat dish when your Sim is Vegetarian, etc). If the trait has related skills or jobs, then you need to bring both of them to level 10. Children should be named in a theme related to this trait. Basically, it is an obsession in their life, second to nothing.
4. Hoarder: Never allow your Sim to sell or clean anything. Don’t hire any maids, and if anyone comes over and tries to clean, ask them to leave. Make sure to go collecting, dig through trash cans, etc, and display whatever you find--even trash! If your Sim is Neat, re-roll in this category.
5. Everyone’s Hero: Your Sim MUST follow and max one of these careers: Law Enforcement, Medical, Military, Firefigher, or Education. Additionally, never use a negative interaction, and make sure to greet Sims as you go past them and ask about their day or be a friendly ear. Donate to charity if you can, and use ‘Edit Town’ to beautify public areas further: if there’s an empty lot, make a park. If you have a mod that allows you to transfer items to townsfolk, occasionally gift them with something nice. If your Sim is Mean Spirited or Evil, re-roll in this category.
6. Constant Creator: Your Sim must learn all creative skills (Cooking, Guitar, Painting, and Writing), and max as many as you can. He or she cannot join ANY careers (even the skill based ones) or sell collected items, and must earn money solely through the sale of his or her creations. Redecorate the house to reflect the kind of ‘art’ your sim prefers: modern, country, classical, etc. If your Sim Can’t Stand Art, re-roll in this category.
5: Morbid and Mean
1. Cull the Herd: Your Sim should be ‘responsible’ for the death of at least four non-family members. Their relationship must be at Good or Best Friends before you intiate the death. Kill that Sim off however you choose and store the urn or grave marker in a secluded area of your lot. If your Sim is Good, re-roll in this category.
2. Deathly Pallor: Your spouse(s) for this generation must be a ghost--with the same wooing requirements as usual (except the date can happen in the graveyard). You might want to manage the dead of your town before picking. Your Sim should be somewhat obsessed with death, as well, hanging around the graveyard, exploring the tomb and even working there. If your Sim is a Coward, re-roll in this category.
3. Suspicious Circumstances: Your standard ‘black widow’ challenge. You must marry and murder at least three different Sims, and retain the urns/grave markers. The more you marry, the better, and don’t feel any remorse about controlling the elder population of your town this way. The wooing requirements are waived for this challenge. If your Sim is Good, re-roll in this category.
4. Feuding Families: This challenge really begins once your first child becomes a toddler. Pick a family that has at least one child of that will be of marriageable age/gender for that kid, and set out to make them the entire family enemies with your Sim. Make sure the parents reach the absolute lowest level, and declare them your Nemesis. If you catch anyone being nice to them, argue at least once. Bonus: Bring your similarly-aged child along whenever you’re going over to feud and see if anything develops.
5. The Dastard: Make your Sim over as you envision a villain to look, and craft the house into an evil lair of sorts. All the children must be named on some sort of evil theme (serial killers, famous villains, etc) and the first time you’re prompted to pick traits for each child, choose Evil. Go around town being sort of generically awful: kicking over trash, stealing candy from babies if you can, etc. Bonus if your Sim makes to the top of the Political Career. If your Sim is Good, re-roll in this category.
6. The Collector: Make friends with every elder Sim you run in to. As they die, move their gravestones to your lot (at least two, after which a very nearby community lot, to control lag, is acceptable). You can only move them if you’ve made at least ‘Good Friends’ with them, and you can’t move any in. At the end of the generation, do whatever you want with the ghosts, but during the challenge, you must socialize with them and hang around their graves/urns whenever your Sim is not busy with something else. If your Sim is a Coward, or your computer would roll over and die with ghosts on the lot, re-roll in this category.
6: Silly Things
1. Grilled Cheese, redux: Your Sim is completely obsessed with food. This can be a single food type or it can be all. Always eat at least two servings, cook group meals (even if living alone), and at least twice a week, grill or picnic at the park. If possible, decorate to a food theme, and spend at least a sim hour every day on the computer chatting/posting “about food” (just pretend) or talking to strangers outside the bistro, grocery store, or diner.
2. Accelerated Rainbow Challenge: Each child must have a color themed name, room, and outfits, working down the rainbow. So, in order: red, orange, yellow, green, blue, (indigo), violet. The goal is to do as many colors as possible, but indigo is optional in the sequence. Changing the hair is optional, based on how you feel about genetic lines. Additionally, if you get the opportunity to pick their traits; red (hot-headed or great kisser), orange (artistic or excitable), yellow (ambitious or coward), green(lucky or vegetarian), blue (loner or schmoozer), indigo (friendly or over-emotional), violet (flirty or genius).
3. What a Twist! : Your Sim longs for life away from the modern world. Either move to the very outskirts of town or landscape to make it look like you live in a forest. Remove all technology/electric items from the lot; if you have custom content items that look non-electric, they’re kosher. The only thing you can maintain is indoor plumbing, and phone interactions that CANNOT be accomplished in other ways (don’t call someone over, find that other Sim and invite him or her, etc). So, no fridge, no TV, no computer, no car, etc--no electric lights! If you have clothing that looks old fashioned or historical from any era, use that. You can use the buydebug cheat to place invisible lighting for screenshot purposes/your personal need to see. If your Sim is a Computer Whiz or Eccentric, re-roll in this category.
4. Competitive: Your Sim just can’t pass up an opportunity to compete. This includes chess matches, town events, opportunities, and the like. You should own at least two different games, be they video games, chess, etc. Invite people over, with the specific intent of playing games against them. Your Sim should follow a competitive career track (such as Sports) as well. Please note that there is no requirement to WIN. If your Sim is a Coward, re-roll in this category.
5. Not Fit for this Job: Take up a career path that runs completely contrary to your Sim’s traits and LTW (Coward working in the Mausoleum, that sort of thing) Do your best to actively avoid advancing too far, such as not learning skills your Sim should have no interest in, not schmoozing with the boss, etc. Pick the least useful work attitude that still makes sense for your Sim. If your Sim wants to reach a certain level in a career as his or her LTW, re-roll in this category.
6. Snoop: Your Sim is a down-right no-good gossip. He or she shares at least two gossips in every conversation, and is constantly snooping about to find more to tell. Dig through your neighbors’ trash cans, peek in their windows, and the like. You should also get to know everyone you talk to at least a bit, as that will give you more fuel for the fire. If your Sim is a Loner, or Absent-Minded, re-roll in this category.
Mini-Challenges
With the default stage lengths and normal age lengths, your average number of mini-challenges will be two or three per generation, depending on what day of the week you begin and how long it takes you to produce the actual heir (since it takes 31 days to go from baby to YA usually).
There are 20 mini-challenges, which means you’ll probably have to repeat some if you go to generation 10. This area may well be expanded in the future. For now, it is kosher to use another random table if you run out of options.
I have not listed specific re-roll conditions for mini-challenges, but if it seems like something totally contrary to your Sim’s personality, LTW, or generation challenge, go ahead and re-roll. Mini challenges are not grouped according to theme, so you can re-roll for both group and letter.
Again, mini-challenges begin on Sunday midnight, and are in affect for 14 days, unless you decide to do them weekly. That means you have two sim weeks to fulfill requirements. If you have a 'goal'' challenge versus a behavior/play challenge and finish early, you do not have to re-roll before the Sunday deadline. You may find it useful to note which Week your town is on when you start a challenge so you can keep track of the days.
Roll a die to get your challenge group. If you roll a six here, roll again for the group number but do challenge ‘D’ for that group.
Now that you have that, roll one more time (unless you got a six first!). If you get 1-2, do challenge A in your number group. 3-4 are challenge B, and 5-6 are challenge C.
Group One
A. Stalker: Pick a Sim that is not your relative. Your Sim is now completely obsessed with this person. Follow him or her around, but never have your Sim introduce him or herself. Dig in his or her trash, get to know the family and friends, hang out around the outside of the house... etc.
B. Spontaneous: Lock and fulfill every small wish for your Sim for the next two weeks, as they come up. If your Sim wants to do a specific task or interact with someone, drop EVERYTHING to do that thing. Things that are not small wishes are those that would take more than 1 day to achieve. Unless you have awesomemod and can fill non-locked wishes, you cannot keep big wishes.
C. Change! : You can’t wear the same outfit two days in a row, and can only repeat after four days. Feel free to rotate between everyday/formal/athletic rather than change your three everyday outfits constantly. If your Sim is pregnant, go ahead and choose one of the other three challenges in this category. If your Sim may become pregnant, make sure you plan maternity-ready outfits now.
D. Caped Crusader: Create a super hero costume for your Sim. You may want to go the route of ‘shoddy piecemeal costume’ if you haven’t got clothes/accessories in the game that are appropriate. But, once you’ve made the costume, wear it out at least three times a week and go around brightening people’s days, filling opportunities, or just being an all-around nice person.
Group Two
A. Friendly Neighbor: Visit each household on your block and meet your neighbors. You should stay for at least one full ‘Chat’ interaction per household. That’s all.
B. Outer Limits: Your Sim must walk to the each corner of the world map and visit every single community location (including dinky out of the way parks). But WALK, and stay with him or her the entire time, stopping to collect anything you see and chatting with any Sims you run in to. Depending on how long this takes, you might not want to do it all at once.
C. Junk Collector: Spend all the money your Sim makes each day on something 100% useless: genre books, deco items, etc. These items should follow some sort of theme if possible that ties in with your generation challenge or Sim’s traits.
D. Can’t Sleep: Go for as long as possible without letting your Sim actually sleep. Naps and coffee are totally acceptable and encouraged; mods to negate the need to sleep are not.
Group Three
A. Double Dog Dared: Spend every night in the graveyard for an entire week. Ring the neighbor’s door bell and run off. Perform interactions that you might not normally, such as insulting people, hitting on Sims you just met, etc. Basically, act like your Sim is being dared to do the kind of things people get dared to do.
B. Trendsetter: Like the Change! mini challenge, you have to change your Sim’s appearance. However, you only have to do it every couple of days, and it needs to be in to something outlandish or ridiculous by your Sim’s standards. Walk around town talking with people to “show off”. Please keep in mind that the color of your Sim’s hair is genetic whether or not it’s what they were made or born with! If your Sim is pregnant, go ahead and choose one of the other three challenges in this category. If your Sim may become pregnant, make sure you plan maternity-ready outfits now.
C. Little Friends: Go bug hunting and fishing, and put all of your finds on display. Give them names. You should catch at least two new ‘friends’ for each day. What you do with these at the end of the two weeks is up to you.
D. Our Condolences: Watch out for death notices (through the paper if nothing else), and if there is surviving family, visit them. Be nice to the grieving family and definitely watch for any special interactions such as cheering them up, etc.
Group Four
A. Real Estate Freeze: None of your Sims may move off the lot/be kicked out during this time period, although new Sims may move in/be born. The only exception to this rule is if you have no heirs and a full house, in which case the oldest (non parent) Sim can be moved out to make room for an heir.
B. Dr. Jekyll/Mr. Hyde: Your Sim is perfectly pleasant during the day, but at night is a complete and utter jerk. Your Sim will try to avoid interacting with people in this state, but simply won’t be able to help it. Make sure to interact with someone your Sim already knows at least once or twice during the challenge.
C. Broken Stove: Sell or store the stove during this challenge: it is ‘busted’ and requires a special order part that will take some time to arrive. So, all your meals must be cold, ordered, grilled, or microwaved.
D. Bathroom Renovations: Your family has to get by with only one bathroom, because the rest are being “remodeled”. If you have less than three sims or already get by with one bathroom, choose one of the other three challenges in this category.
Group Five
A. DNA Test Mute your game or use a no-jingles mod, then get into a romantic relationship with at least three different Sims with drastically different genetics. On the same day, Try for Baby at least twice with each, as close together as possible. Don’t do anything that would announce a pregnancy before you’ve TFB’d with all three. If your Sim is male, do challenge D.
B. Age Gap: Have your Sim woo someone who is in a different age bracket than they are--the bigger the better (YA to Elder, etc). If fulfilling this challenge involves an affair, whether to break up your current marriage is optional.
C. Clean Slate/Witness Protection: Quit your job and move out. Only the children can come with, and they’re optional. You may move back in at the end of the mini-challenge if desired (you might want to mark your house as protected/sacred/etc if you have a story mod). Create a completely new wardrobe with a different fashion sensibility, add or remove glasses, and even change your Sim's hair color(yes, really). You don’t have to get divorced for this challenge.
D. Secret Family: Have your Sim fall in love and start a family off-lot. If the mother asks you to move in, decline, no matter the reprucussions. However, you have to go over there at least three times a week and help with the child rearing however possible, so you might have to do a lot of re-wooing. The only way to make the ‘second family’ eligible for heir is to divorce the current family and move in there--negating the eligibility for heir of your “first” family. If your Sim is female, do challenge A.
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
Lab Assistant
#3
5th Sep 2010 at 7:17 PM
Posts: 107
cool! i love this challenge!
#4
9th Sep 2010 at 12:50 AM
Posts: 36
Thanks: 1217 in 5 Posts
Oh, are you actually giving it a go? I'd love to hear any feedback!
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
Test Subject
#5
10th Sep 2010 at 12:56 AM
Posts: 5
I'm giving it a go. Well, kind of. I'm on generation 5 of a different legacy challenge, and I'm already bored. So I'll be incorporating these rules into that family once the next heir ages up to YA.
#6
11th Sep 2010 at 4:20 AM
Posts: 36
Thanks: 1217 in 5 Posts
missjoini: Actually, that's what I did as well, just with Generation 2. Generation 1 of my current legacy was just a "regular" ISBI. Let me know how it turns out, and especially if you discover your challenges are either too easy or too hard.
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
Test Subject
#7
11th Sep 2010 at 9:59 PM
Posts: 40
I've started this challenge today, but do i have to do the mini-challenges? I totally forgot about them, and my sim is quite busy raising two kids, working her way up to astronaut, and wants to marry the father of her babies, and I'm still making her have a social life
So... Alright if I use it whenever I remember it?
So... Alright if I use it whenever I remember it?
#8
12th Sep 2010 at 10:43 PM
Posts: 36
Thanks: 1217 in 5 Posts
Glad to hear you're trying it! Since there is no scoring system and this is more of a casual challenge, don't sweat it. If you're not trying to play exactly by the rules, just start a mini-challenge whenever it seems like you might not have enough going on, etc.
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
#9
8th Oct 2010 at 1:17 AM
Posts: 36
Thanks: 1217 in 5 Posts
So I was thinking of adding ANOTHER random piece to this: rather than always controlling only one Sim, there would a roll for that too, with one like it is now, another where maybe you rotate, or can only give certain commands, etc.
Do you think this would add to the challenge or just be a headache?
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
Do you think this would add to the challenge or just be a headache?
They will see us waving from such great heights...
[I create: Just about anything I can learn to do.]
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