The Giver Challenge by Cwally (TS2)
Posted: February 23rd, 2017, 12:08 am
(Saved from a web archive of the original Boolprop FightTheAddiction false! Source: https://web-beta.archive.org/web/200711 ... 32&t=11465)
Yeah, this is just something I got the idea for awhile ago, and so I thought I'd post it and see what everybody thought. =D
It's sortof based off the book "The Giver".
The challenge is different from a legacy. Yes, it's 10 generations, but the
main goal of the challenge is to strive for perfection. You should try to get good looking, nice sims, a big, cool house, top of career.. Everything ordered and precisioned perfectly (No unexpected events), maxing all skills.. But the goal of the challenge, is to choose your idea of perfection in a legacy, and go for that.
Children: For each generation, there must be two, and only two children. If the pregnancy results in twins, then that is an exception, if they aren't identical, or the same gender. If the second pregnancy is twins, you must kill one of them. (Any way you choose.) There must be only one boy, and one girl.
Elders: No Elder may die of old age. Once a sim becomes an elder, they must move out to another lot. This is the house of the old. There, at the house of the old, you can play them. But their death must be orchestrated by you. The receiver of memory is exempt from this rule.
Jobs: You may not choose a job for a sim based on their LTW or other wants.
To choose a job, roll a dice twice. Add the numbers together.
Count from #1 from this list. If you roll an 11, it's Athletic, since rolling a one with 2 dice rolls is impossible.
11.Athletic
2.Business
3.Criminal
4.Culinary
5.Law Enforcement
6.Medical
7.Military
8.Politics
9.Science
10.Slacker
Your sims may not go into a University job. (Paranormal, Natural science, Artist, Show Business..)
If you roll 12, roll again.
Teenagers must get jobs as soon as they become a teen.
Dice rolls:
There are some exemptions to the rules with dice rolls. When a sim is born, roll a dice. If you get a 1, that sim is a birthmother. (Even if it is a male sim :p) They can have 3 children. Identical twin rules still apply, though.
If you roll a 6, they are chief elder. You can choose the job of their sibling. If you roll a 3, roll again. If you get an odd number, that sim is receiver of memory. There can be only 1 receiver of memory per generation. If another kid rolls the same as the first kid that was Receiver of memory in the same generation, you must kill the second kid to roll it. The receiver of memory is completely exempt from all elder, job, sameness, and memory rules.
Marriage: Sims cannot choose their husband/wife. Every marriage must be arranged by you. They can't marry anybody they have chemistry with before your decision, unless you choose to have them marry them.
If they don't like who you picked, too bad. The receiver of memory is exempt from this rule.
Sameness: The whole legacy must have some aspect of sameness. You can have them all have the same hair, wear the same clothes, same eye color, whatever. But there must be some sameness. No individual sims. (That means no aliens, zombies, or vampires.) The receiver of memory is exempt from this rule.
Memories: If a sim has 5 bad memories (Not including death), they need to be killed. They get off if they are under a teenager. Try to keep the death discreet. The receiver of memory is exempt from this rule.
Scoring:
Positive
20 points for each receiver of memory
5 points if your sim likes their chosen spouse
5 points for each good looking sim
2 points for each skill maxed out
Negative
-1 point for each 5 bad memories for a sim (death doesn't count)
-5 points for each affair
-5 points if a child is taken by the social worker, or gets a D or below in school.
-10 points for each elder dying of old age.
So, what do you think? I really hope this idea is liked..
Yeah, this is just something I got the idea for awhile ago, and so I thought I'd post it and see what everybody thought. =D
It's sortof based off the book "The Giver".
The challenge is different from a legacy. Yes, it's 10 generations, but the
main goal of the challenge is to strive for perfection. You should try to get good looking, nice sims, a big, cool house, top of career.. Everything ordered and precisioned perfectly (No unexpected events), maxing all skills.. But the goal of the challenge, is to choose your idea of perfection in a legacy, and go for that.
Children: For each generation, there must be two, and only two children. If the pregnancy results in twins, then that is an exception, if they aren't identical, or the same gender. If the second pregnancy is twins, you must kill one of them. (Any way you choose.) There must be only one boy, and one girl.
Elders: No Elder may die of old age. Once a sim becomes an elder, they must move out to another lot. This is the house of the old. There, at the house of the old, you can play them. But their death must be orchestrated by you. The receiver of memory is exempt from this rule.
Jobs: You may not choose a job for a sim based on their LTW or other wants.
To choose a job, roll a dice twice. Add the numbers together.
Count from #1 from this list. If you roll an 11, it's Athletic, since rolling a one with 2 dice rolls is impossible.
11.Athletic
2.Business
3.Criminal
4.Culinary
5.Law Enforcement
6.Medical
7.Military
8.Politics
9.Science
10.Slacker
Your sims may not go into a University job. (Paranormal, Natural science, Artist, Show Business..)
If you roll 12, roll again.
Teenagers must get jobs as soon as they become a teen.
Dice rolls:
There are some exemptions to the rules with dice rolls. When a sim is born, roll a dice. If you get a 1, that sim is a birthmother. (Even if it is a male sim :p) They can have 3 children. Identical twin rules still apply, though.
If you roll a 6, they are chief elder. You can choose the job of their sibling. If you roll a 3, roll again. If you get an odd number, that sim is receiver of memory. There can be only 1 receiver of memory per generation. If another kid rolls the same as the first kid that was Receiver of memory in the same generation, you must kill the second kid to roll it. The receiver of memory is completely exempt from all elder, job, sameness, and memory rules.
Marriage: Sims cannot choose their husband/wife. Every marriage must be arranged by you. They can't marry anybody they have chemistry with before your decision, unless you choose to have them marry them.
If they don't like who you picked, too bad. The receiver of memory is exempt from this rule.
Sameness: The whole legacy must have some aspect of sameness. You can have them all have the same hair, wear the same clothes, same eye color, whatever. But there must be some sameness. No individual sims. (That means no aliens, zombies, or vampires.) The receiver of memory is exempt from this rule.
Memories: If a sim has 5 bad memories (Not including death), they need to be killed. They get off if they are under a teenager. Try to keep the death discreet. The receiver of memory is exempt from this rule.
Scoring:
Positive
20 points for each receiver of memory
5 points if your sim likes their chosen spouse
5 points for each good looking sim
2 points for each skill maxed out
Negative
-1 point for each 5 bad memories for a sim (death doesn't count)
-5 points for each affair
-5 points if a child is taken by the social worker, or gets a D or below in school.
-10 points for each elder dying of old age.
So, what do you think? I really hope this idea is liked..