The Random Legacy Challenge for Sims 2
I have taken some time (several hours) and much effort to make change the set of rules and guidelines for the Sims 3 version of the challenge and made it into the Sims 2. Creative criticism is appreciated, rudeness is not.
Any questions I will happily answer and post if you're going to try this.
Credit goes to
http://randomlegacychallenge.blogspot.com.au/
A quick place to do truly random rollings
http://www.random.org/
How to begin:
1. Roll firsts generations goals and restrictions, and note them down. It will be smart to make note for constant reference, I highly doubt you will remember it all.
2. Create your starting sim/s in CAS. This/ these Sims will be determined by the results of your rolls.
3. Move family into lot of your own choice. You are free to move as you see fit during the duration of this legacy.
General Rules:
1. This challenge runs for 10 generations. It is completed when the 10th generation completes all of its required goals.
2. If you fail any of the randomized parameters that you are required to achieve each generation you lose the challenge.
3. An obvious rule is, no cheating. No maxmotives, motherlode, kaching, boolProp ect. Nothing that gives you clear advantages.
4. You may make money by any means at your disposal. Examples, Jobs, Money Tree (bought with aspiration points), work benches and any art means like pottery and paintings, ect.
5. From each generation you will need to choose a sim to be heir. You can decide how you want your heir to be chosen. (Poll votes, first born, sim you like best, ect) Any left over siblings of the heir must be moved out. You can choose if you would like the parents to remain in the household.
6. The next generation begins when the chosen heir become an Adult (Or if you have university you may begin when the teenager transitions into a young adult at university)
7. The aspirations ( Romance, Pleasure, Knowledge, Family and Fortune ) and randomly selected by rolling a die. Same with the turn ons and off.
8. You are allowed ONE free re-roll of the Challange objectives throughout the entire challenge. Use it carefully like when an challenge objective is impossible to achieve.
9. Re-rolls of Careers. You are allowed to re-roll a career if you have gotten a career in consecutive generations. Meaning if you rolled be chief of staff in generation 1 and then again in generation 2 you roll it again fell free to re-roll. BUT if you roll it in generation 1 and then again in generation 3 you must keep it.
10. Pets, addition soon. Please leave comments on what you think should happen since I no longer have pets, or the knowledge to write them in.
11. If your roll is impossible due to you not having the associated expansion pack, don’t fret just re-roll.
12. Resurrection of ghosts is not allowed. You can choose to keep graves on property or send them somewhere else, it is up to you and how you play your game.
13. Servos are allowed. You can have as many as you want, but by the time of the next generation you must move out/ remove all servos from your household by the time the next generation becomes in play. Servos may not earn any money. They may be only used as babysitters and to do household chores.
14. You are allowed to have, Vampires, Werewolves, Aliens, Plantsims, and whatever I missed.
15. Moveobjects on is allowed for decorating or glitch purposes.
Rolls:
A. Marital Structure- (1-17)
1-5) Single Parent
The single parent must raise all required children on his/her own. Your single parent sim may marry or have a live in partner BEFORE the first child is born or adopted, but that spouse/partner must be moved out the household within 24 hours after the first child is born or adopted. The single parent sim must remain single until the youngest child has reached the midpoint of its teenage stage ( There are 15 sim days in the teenage lifespan so 7days before the teenager become an adult), your single parent sim may move in or parry a partner, if you so desire. The partner can be anyone you wish.
If your single parent is a male any mothers of subsequent biological children may be moved in for the duration of the pregnancy only. The mother must leave the household within 24 hours after the baby is born. If there is alternative ways of adding the baby into the household without moving the mother in ever at all you may choose to do it that way.
6) Mixed couple
You must obtain a spouse or unmarried partner. You must have a combination of biological and adopted children. You may have more children than the amount you rolled to fulfil this rule, i.e. if you rolled for 1 child, you will have to have an extra child so you can have both adopted and biological children. If you roll for two children and have biological twins, you still need to adopt one more.
7) Mixed single parent
Same rules as for single parent. You must have a combination of biological children and adopted children. You may have more children than the amount you rolled to fulfil this rule, i.e. if you rolled for 1 child, you will have to have an extra child so you can have both adopted and biological children. If you roll for two children and have biological twins, you still need to adopt one more.
8-14) Couple
You must obtain a spouse or unmarried partner.
15) Step children
You must obtain a spouse or unmarried partner who already has one or more children who are not your sims biological children.
You are allowed to exceed the number of children rolled in section B when moving in the spouse (example: if you rolled 2 kids, and the spouse/partner has 3 little ones, you may take in all of them). You may also exceed the limit in order to produce biological children with the new spouse, but only by one pregnancy, and only if not having a biological heir bothers you. If the spouse/partner brings you less children than required by your roll, your sim must make up the difference by any means--biological or adoption-- in order to reach the total you rolled. The heir may be biological/adopted or a step-child.
16) Single Parent with ‘help’
You may not marry or move in a romantic partner. Instead move in a friend, sibling, cousin, ect. To help raise the child/children. The sim you move in takes the secondary career. This ‘helper’ may have children of their own but still isn’t allowed to move in or marry a partner.
Any children the helper has counts toward the total number of children, provided that they grow up in your household, but their children cannot be the generation heir. So if you roll for one child, only your Sim may have a child in the house, but if you roll two children, your Sim can have 2 and the helper none, or they can have one each, etc.
All children must live by that generation's rules. The helper may move out when the heir comes of age, but that is not required. If you roll this on the first generation, you may create your 'helper' sibling or friend in CAS.
The option for a single parent to move in their romantic partner when the youngest child is halfway through their teen stage was a fairly recent addition. You may do this for the single parent and the helper in this case as well, if you choose. Four older sims hanging around while the new generation takes over may be tough to manage, though, so keep in mind the option of moving the old generation out when the new one takes over... and the option of simply having the sims remain single/not living with their romantic interest, even after the restriction evaporates.
17) Second chance
You heir must have two partners over the course of his/her generation. You must have at least one child with the first partner.
Some point after you have had at least one child by the first partner, they must go. You can choose to kill them off or breakup/divorce them. Then your heir must find another partner. If you roll for only one child it must be with the first partner. If you roll for more than one you can divide them between the two partners as you see best fit.
If you roll perfect careers or fulfilled as goals you may choose to reroll, since your partners may not have enough time to reach max careers or fulfil a LTW. But you may keep those rolls if you are up for it. If you do choose to keep one of the goals, only ONE partner has to fulfil it, whichever one is in your control for the longest time.
For secondary careers, roll twice, one for each partner.
B. Number of children- (1-10)
The number of children is pretty straight forward and self explanatory. Exceeding this number by having accidental twin or more is fine, but you must not have any more children after that.
1-2) 1 child ( Unless mixed single parent, or mixed couple)
3-6) 2 children
7-8) 3 children
9) 4 children
10) 5 children
C. Primary Income ( 1-15)
1-9) Standard Career- Roll in chart C1 to determine which.
10-13)- Non-Standard Career- Roll on chart C2 to determine which.
15) Job hopper- Must play a sequence of careers in order, playing each until you reach level 5, or for a week in sim-time. Roll 10 times for the different careers and play them in order you rolled them.
C1. Standard Career List
If you do not have the required expansion pack to fulfil just re-roll.
(1-19)
1. Athletic
2. Business
3. Criminal
4. Culinary
5. Law Enforcemnt
6. Medical
7. Military
8. Politics
9. Science
10. Slacker
11. Artist
12. Natural Scientist
13. Paranormal
14. Show Business
15. Adventurer
16. Education
17. Gamer
18. Journalism
19. Your choice.
C2. Non-Standard Career List
(1-12)
If you do not have the required expansion pack re-roll.
1. Farmer- Grow and sell your own produce. Heir may take over existing garden.
2. Fishersim- Sell what you can fish up.
3. Painter- Paint and sell finished products.
4. Sculpture- (Pottery)Make your money through the Pottery Wheel. Sell pottery which you make. Freetime.
5. Sewer- Make your money through the Sewing Bench. Sell your good which you make Freetime.
6. DJ- Make your money from working as a DJ. Nightlife.
7. Bartender/ Barista- Make your money from working as a bartender/ barista. Nightlife.
8. Florist- Make your money though the That Smells Great! Floral Workstation. OFB.
9. Toy Maker- Make your money through the Crazy Fun Toybench. OFB.
10. Robot Crafter-Make your money through the Non-Deadly Robot Crafting Station. OFB
11. Writer- Write your own novels through the computer and make money through royalty.
12. Your Choice.
D. Secondary Income (1-11)
1-2)
Standard Career - Roll on chat C1 to determine which.
3-9)
Non-Standard Career - Roll on chat C2 to determine which.
10)
None - This must must not work to earn money. This means they may not sell paintings or other art objects, they may create them but not sell.
11)
Job hopper- Must play a sequence of careers in order, playing each until you reach level 5, or for a week in sim-time. Roll 10 times for the different careers and play them in order you rolled them.
E. Generation Goal (1-11)
1)
Perfect Children - All sim children must age up perfectly each ageing stage. Must learn all the toddler skills of talking, walking and pooping on the potty
This means you will be allowed to chose his/her aspirations and turn ons/offs.
Each child and toddler must have reached skill 5 from each skills on the toddler and child toys. Peg box toy, xylophone, toy oven and play table.
Children and teenagers must be successfully enrolled at the Private school.
Teenagers must reach top of career level and maintain an A- at least.
2)
Perfect Careers - All careers and jobs for the heir ( and the spouse, if applicable) must be raised to the highest level. In addition, all skills related to the career must be maximum. E.g If sim A is in the Athletic Career must have maximum skills in Body, Mechanic, Charisma, Cooking and creativity ( You can find what skills you need in the career path on the sims wiki) and sim B is a florist meaning they must obtain a gold badge in floral arranging and maximum in creativity.
If one of your sims is a Job Hopper, they don’t have to do anything special. If this doesn’t apply to either of your sims (ie one is a DJ and the other has no career, or the both are job hoppers), then re-roll for this category.
3)
Expansionist - Put at least one major expansion onto your house during this generation. Examples of expansions include, a new nursery with space for all the toddler toys and attached outdoor playground, a guest apartment for the previous generation elders to live in, ot an artists retreat with room for painters, sculptures and sewers to practice their art.
4)
Fulfilled - Both your heir and their spouse (if applicable) must obtain their LTW. Changing their LTW via aspiration rewards is allowed.
In addition, any want that is “promised” (That is, pinned to the board) MUST be fulfilled. You may only cancel a promised want if it become impossible to fulfil (I.e Bring home an A+ but your sim has transitioned into an Adult, or “Play a game with >Sim< when the said sim has died.) You so not have to promise every or even any wants, but once promised this rule applies.
5)
A Party to Remember - You must throw a party, any kind of party, it being a birthday, wedding or anniversary party you must achieve a party to remember at least once.
6)
Living Green - Must live eco-counciously.
* Must never drive anywhere. You can carpool to work, walk to lots, ( If don’t have associated expansion pack you may taxi)
* Must have at least 7 plants on lot, trees, bushes, flowers ect.
* Must grow your own produce and fish your own fish.
* Sims may not fly anywhere
* Sims may not purchase ‘new furniture via the buy mode this generation, with the exception of buying plants, plots and orchids. Exception if playing generation 1, in which case you may purchase as many beds, cribs as necessary, all toddler/child toys, one fridge, one oven, two sinks, one toilet, one shower, one dresser, one mirror, one bookcase, one counter for food preparation and one counter for a drop in sink. You sims may buy enough seating to accommodate the total number of sims rolled for that family (I.e you rolled a couple with two kids, that’s seating for four) You may buy whatever seating you prefer. So if it is seating for four, you may buy four dining chairs, or a two seat sofa and two dining chairs, or a three seat sofa and one dinning chair ect. You may also purchase one table ( Dinning table or coffee table, or an impractical side table, whatever floats your boat. If you rolled a self employed career like an artist, you may buy the required objects to do the job.
* There are no restrictions to build mode or light fixtures
* No decorative items may be purchased.
7)
Deadbeat Parents - Opposite of perfect children. Do not Potty train, teach to walk to teach to talk any toddlers.
8)
Change of Scenery - Your sim is fed up with the same four walls and wants to move.
If generation 1 re-roll
You can either, delete everything in your house which isn’t sim made (Paintings ect) or from a vacation. Then demolish your house and start from scratch.
Or, place a pre-build house anywhere in the town and move into it.
Or, build another house on a different lot keeping existing house hold items or new ones.
9)
Social Bunny - Once a week,(Sunday to Saturday) Your sim must go on a date, or a group outing. You don’t have to get a “great” ratind, or are even liked, but what is important is that they happen. Try to vary the places you go as well, although it isn’t a requirement.
10)
Idle Career - Your sim won’t make any effort in their career. Don’t learn any skills, read any books.
11)
Photogenic - Your sim loves to be looked at and wants their beauty to be remembered.
Paint and capture using photo booth (Nightlife) 5 portraits of your sim display them in your house. One must be from the heirs’ childhood from toddler, child or teenager stage. Also create a portrait of your heirs children ( during any childhood stage) and your heirs partner ( if applicable)
F. Miscellaneous Fun (1-9)
1.
Party Season - Every time there is a chance for a party throw one.
Your baby is transitioning into a toddler- Throw a party
You moved into a new house- Throw a party
Feeling like throwing a sports party- Throw a party
You made it to you golden anniversary- Throw a party
Someone’s getting married- You guessed it, throw a party.
2.
No strangers - You may not call any service sims to the lot.
This includes Pizza delivers, baby sitters ( even if both sims work) and groceries.
3.
Homemade - You sims must only eat home cooked dishes, this is meaning no quick meals. Your family must try and sit down all together for at least one cooked meal a day ( It is harder than first thought )
4.
Alienated – Have at least one Alien child through abduction. This can count on top of your rolled amount of children.
5.
Half-Siblings - No two pregnancies or individual adoptions this generation may be with the same partner. Re-roll if you only need one child.
6.
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? (Highest quality means having the maximum number of + signs in the object description. Not necessarily the most expensive item).
7.
Fighter - get into a fight or bar brawl every Sim week. (Sunday to Saturday). The fighter can be the heir or the spouse/partner (unless you've rolled single parent; then obviously the heir must be the fighter).
8.
The Joker - If you roll this, then you do not have a "Misc Fun" objective for this generation. You also have a "Get Out of Jail Free" Card, so to speak. You are allowed ONE extra re-roll of Challenge objectives. You may spend the Joker on any roll in any generation after its rolled (including the one it's rolled for). Note that you're only allowed to re-roll for a single category.
9.
Fashion Diva - Your Sim likes to keep up with the latest trends. They must Plan Outfit and change at least ONE of their outfits at least once a Sim week (Sunday AM to Saturday PM).
Credit to Monkaria for making the pets rolls!
NUMBER OF PETS
1-2 = 0 pets
3-4 = 1 pet
5-6 = 2 pets
7-8 = 3 pets
9-10 = 4 pets
11-12 = 5 pets
13-14 = 6 pets
PET TYPE
Roll the dice for each pet you have to determine each pet's pet type.
1-2 = Cat.
3-4 = Large dog.
5-6 = Small dog.
7-8 = Bird
9-10 = Womrat
11-12 = Fish
13-14 = Toy Dog Pen (Modern Arf Indoor Dog Pen). This comes with Apartment Life.
The maximum number of sims and pets per household is 10, excluding toy dogs, womrats, birds and fish. When you roll for Pet Type, if you end up with too many cats/large dogs/small dogs that your household can't fit, start rolling from 7-14 from Pet Type to make up for the final pets in order to fit them in.
Roll 1-12 if you don't have Apartment Life but have Pets. Roll 7-12 if you end up with too many cats/large dogs/small dogs.
If you don't have Pets, but have Apartment Life:
1 = Modern Arf Indoor Dog Pen
2 = Fish
If you have neither Pets nor Apartment Life then you must have fish.
BREEDS: LARGE DOGS/SMALL DOGS/CATS
Roll for each of these pet types that you have.
In CAS, count how many pages there are of breeds (including custom breeds) for your chosen pet type. Each page has 6 breeds, but the last page can have from 1 to 6 breeds.
Large dog without custom breeds has 9 pages.
Small dog without custom breeds has 4 pages.
Cat without custom breeds has 6 pages.
Roll the dice according to how many pages there are. The number given is the page you will select a breed from.
1 = Page 1
2 = Page 2
3 = Page 3
4 = Page 4 (Roll 1-4 for cats without custom)
5 = Page 5
6 = Page 6 (Roll 1-6 for small dogs without custom)
7 = Page 7
8 = Page 8
9 = Page 9 (Roll 1-9 for large dogs without custom)
10 = Choose your own breed! You don't need to roll again as instructed below.
Roll again for however many breeds are on the page to determine which breed you will have. If you have less than 6 breeds on the page (i.e. the last page), then adjust accordingly e.g. 4 breeds on the page instead of 6, so roll 1-4.
1 = Breed in top left row.
2 = Breed in top right row.
3 = Breed in middle right row.
4 = Breed in middle left row.
5 = Breed in bottom right row.
6 = Breed in bottom left row.
You can choose the colour of the coats and eyes. You can also edit small portions of the body of the pet, e.g. longer ears, different tail, as long as it's still recognisably the breed you were assigned.
BREEDS: BIRDS, WOMRATS AND TOY DOGS
To select the breed of your bird/womrat/toy dog you will have to roll (surprise!). Include any custom breeds you have using the same method:
1 = Top left row
2 = Top middle row
3 = Top right row
4 = Bottom left row (Roll 1-4 for toy dogs without custom)
5 = Bottom middle row (Roll 1-5 for birds/womrats without custom)
CAREERS: LARGE DOGS, SMALL DOGS AND CATS
Roll for each pet of these types that you have. After they have reached the top of the career, they may switch to another career or continue in that one. They cannot however become unemployed. If you roll for unemployed, then that pet must always remain unemployed.
1 = Unemployed
2 = Showbiz
3 = Security
4 = Service
NEXT GENERATION PETS
And how to decide what pets the next generation should be bestowed with? Roll this for each generation to decide what they must do.
1-2 = Keep the current pet system as it is but one pet must die and be replaced with any pet type within 24 sim hours.
3-4 = Completely reroll the pets system! You're allowed to use previous items you already owned from your previous pets.
5 = You must keep one pet minimum from the previous pet system, then you may choose what to do with any other pets including any additions or disposals.
WHERE'S YOUR SIM GOD NOW?! OPTIONAL PET CHALLENGES:
LARGE DOG/SMALL DOG/CAT
1 = train all large dogs/small dogs/cats in all tricks.
2 = make one chosen pet (which hasn't already rolled for unemployed) advance to the top of all three careers.
3 = if your pet ever destroys any furniture to dust, that pet must be killed. However, you must replace it with a pet of the same pet type but any breed within 24 sim hours of the pet's death.
Use 'boolprop controlpets true' cheat to control the pet, then select Rodney's Death Creator (next to tombstone of L and D) from the Spawn options that appear when using the big daddy boolprop cheat. Select the pet as the controllable sim, then click on the tombstone that is Rodney's Death Creator, then select "Die of Old Age".
4 = Sell or give up one pet for adoption each sim week. It can be any pet that gets the boot as long as you maintain the number of pets, pet types and careers you were assigned. You have 24 sim hours to replace a pet once it has gone in order to replenish the number of pets you were assigned.
TOY DOG/BIRD/WOMRAT/FISH:
1 = build a complete toy doggery/aviary/womrattery/aquarium by the end of the current active generation. This counts as its own expansion and doesn't fill the requirement of the Expansionist goal for sims.
2 = You may only let the pets die (in the case of the toy dog, it gets taken away), twice in the entire challenge, no matter which generation. Don't forget to feed and clean them!
3 = Take snapshots of your beloved pets, then place them as Custom Paintings available to be painted by your next painter sim in any generation. You must have one snapshot of each pet from these pet types, and your painter sim must paint all of these before they die and frame them in a hall of pet fame. Pets born after the painter sim can be painted by the following painter sim in another generation.
4 = Everytime you have to feed your pet, your sim must also eat a meal with them. Nothing like bonding time!