Sims 2 Wantacy (Last updated 28/6 -16) (Feedback please!)

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Radiochocolate
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Sims 2 Wantacy (Last updated 28/6 -16) (Feedback please!)

Post by Radiochocolate »

This ruleset is still a work in progress, so please check back every now and then for eventual rule clarications and changes. I'll try to remember to bump it for each edit.

Sims 2 Wantacy
Inspired by and sort of converted from the Wishacy/"All My Wishes" challenge for Sims 3 by buckeygirl80. University or a later expansion pack is required to have Lifetime Wants (LTW). I have categorized the rules per expansion packs to make sure I don't miss anything (and to make it easier to distinguish between rules if the attempter doesn't have them all). Some interactions are included in all expansion packs after the one they were introduced in, so I recommend to read through and keep the whole ruleset if you attempt this challenge.

This challenge is run by the wants of your sims. This means that you may not direct them or buy items unless it is to fulfill a want (exceptions follow).

Overlying rules
- If it is unclear whether you can issue a command or not, ask yourself if there is a want relating to it in the game. If there isn't, use your judgment (for example, changing radio stations and switching tracks on the stereo do not affect gameplay for the sims themselves).
- Free will must be on at all times.
- If your sims do something autonomously without rolling a want for it, you don't have to worry. The point of this challenge is for them to do what they want.
- The wants of the current heir are to be prioritised over the wants of others. If for example a founder who hasn't passed on the torch yet wants their teen heir to be an overachiever while that teen wants to quit their job, the teen shall try to get promotions.
- No cheating or other unfair gameplay. Decorating/building cheats are fine for esthetic purposes. You may use cheats (and direct sims) in order to fix glitches/lags/errors.
- Hacks that change the way LTWs are chosen are fine. A hack that re-adds the University career LTWs is also fine.
- Enabling of adult wants for teens is allowed, as is JenFlower's Woohoo Teens mod and the Inteenimater.
- Autonomous Casual Romance (ACR) is allowed, but all sims in the household must have their autonomy set to zero, otherwise building romantic relationships will become too easy. It's supposed to be want-driven, remember?
- Triplets & Quads by twojeffs is fair game, as long as you remain consistent with the odds for each type (more on this in the mod's readme).
- Same-sex pregnancy mods - go ahead! If you so wish, you may also install a mod that changes the "adoption" want to "have a baby" for same-sex couples.
- Using locks, in any amount, is not required but may be desirable.
- You may enable up to four want locks for all sims, using cheats (boolprop testingcheatsenabled true -> Spawn... Sim Modder) or modded objects such as the Sim Blender, College Adjuster or anything else you stumble upon. You may NOT add more want slots.
- All wants must be achieved while playing the sims of the main household! If you switch to another household you may not interact with the members of your Wantacy household unless all of their wants are locked, and the sims you play aren't connected to those wants (for example, the founder wants to become friends with the neighbors).

Starting out
- The original challenge was set for 7 generations, but you may choose to expand it up to 10 generations (like a normal legacy).
- Start by making a founder for yourself. Gender, personality, looks, aspiration: it's all up to you as long as they start by themselves (or with a pet, more on this later) as a Young Adult or Adult with no skills or relationships.
- The founder may move into an empty lot or a premade house. When starting out (or sending them home from college), buy all the necessary objects for your sim's survival, i.e. things required to satisfy their motives (including fire and burglar alarms). These exclude objects with the sole purpose of filling the fun and/or social motive.
- After the initial furnishing you may not buy any more objects unless your sims want to (for example, if your sim wants to play a computer game, you may buy a computer, a desk and a chair to enable the want to be fulfilled). You may renovate the house at any time. You may also switch lots.
- Even though there are wants to buy decorative objects, you may decorate the abode to your heart's content (excluding mirrors - they are skill-building objects).

Basic rules
- You may always direct sims to prepare for another want to be fulfilled, as mentioned above with the computer example. Another example is if your sim wants to give someone a backrub and it isn't available in the pie menu: then you need to get the relationship up to that status first.
- If your sim's needs are in orange, you may direct them to fix it. If a sim is sick you may order them to rest/sleep, take medicine (created in the Science career reward) and have Grandma's Comfort Soup (Freetime Family Perk) made for them by another sim/have them eat it.
- If your sim's LTW is to top a certain career, you may direct them to skill and gain friends in order to get promotions in that career even if it's not directly asked for in their want panel. This does not apply for the "Make §100,000" LTW (this want is tied to the Fortune aspiration, and sims of that kind tend to roll wants for promotions).
- You may direct your sims to meditate.
- Due to the amount of careers you get after installing Uni, Seasons and FT, taking up a job is considered a computer-related action.
- You may direct sims to go to school or work if they don't automatically do it. Then again, they may roll the want to "stay home from...".
- Your founder's/heir's spouse can be a townie, NPC or even a playable - as long as they're untouched (i.e. Maxis premades you haven't played yet).
- Your sim may impregnate/be impregnated by anyone, as long as it happens while playing the household.
- Sims may not be moved in through any other way than marriage, except if your male, straight sim wants to have a baby (then you may move in his female romantic interest to get her pregnant).
- Each generation needs an heir (male or female; I won't bother adding "heiress" to everything) to carry on the family heritage. The founder/previous heir must have achieved their LTW before the focus can be shifted and you can start working on their LTW. The heir may be chosen anyway you like.
- Spares may move out of the house even if they have not rolled the "move out" want.
- If the "have a baby" want does not appear for your founder/heir, you may substitute woohoo with try for baby. Condition: Your heir must have engaged in woohoo with the other sim at least once before, and a woohoo want must be present.
- If time is getting nigh and you haven't brought in the next generation yet, you may direct your heir to try for baby until pregnancy is achieved (sim females and impregnatable males lose their fertility at the "5 days to elderhood"-mark).
- Babies and toddlers cannot take care of themselves, so you may direct your sims to take care of them when needed. Toddler skills may not be taught unless wanted to.
- If a child's hunger need is in orange the player may direct an older sim to serve them food. If a child's grade is D+, D or D- the player may intervene so their homework gets done (either by having that child or a sibling do it, or by having an adult sim help them with it). This is to prevent the Social Worker from coming.
- Aspirations are rolled with a random number generator (e.g. a dice) upon becoming a teen.
- Service sims may only be called according to wants, with the exception of nannies.
- When emergency strikes you are allowed to make sims call the police/fire department and attack the thief/extinguish the fire. Stolen items may only be replaced if the sim wants to, or if they are essential for survival (e.g. a stove).
- Broken objects may only be repaired if the want is present. You are allowed to buy a replacement.
- You may direct your sims to clean up after themselves, even if they do not have a cleaning skill want.
- Any actions involving the mailbox are allowed and encouraged (e.g. bills).
- Objects from community lots may be bought if the sim has a want for it, or if they happen to be on the lot due to another want. Multi-purpose lots are allowed (like a grocery store that also sells clothes).
- Grocery delivery over the phone may only be pursued if the fridge has run out. Grocery store visits permitted if the fridge is less than half-empty. Fast food options only if wanted for or if the sim is hungry and there's nothing in the fridge.
- Changing a sim's appearance and planning their outfit are commands that you can direct at any time you want - but in order to buy new clothes someone has to have the want for it (I suggest buying in bulk when you have the opportunity).
- Pleading with the Grim Reaper for someone's life is only allowed if the sim wanted to be saved from death, or if that sim is an heir who hasn't had a child/completed their LTW yet.
- If a party is thrown, objects related to it may be bought (like a toasting bottle for a wedding party). This includes additional seats and table places for guests.
- Chance cards may be dealt with any way the player sees fit.
- Career rewards may be used autonomously or if the sim wants/needs to skill. Exceptions are the Science one in case someone is sick and the Culinary one with a want to "make some money". Many of the career rewards also increase fun, so you may direct your sims to use them if their fun meter is orange or lower, although bored sims have a tendency of finding things that entertain them.
- Aspiration rewards allowed and when:
Money tree - if want "make some money", "make [amount] money" is present.
Smart Milk - if want for toddler skill (the basic ones or skills gainable through toys)
Cool Shades - if want to make friend/want requiring relationship score increase.
Energizer - if the overall motive bar (excluding environment where possible) is in dark orange or red. If sim is in platinum state, use your own judgment (I'd use it if the sim is red in both hunger and energy).
Thinking cap - if skilling want.
SimVac - if want "gain a skill point": the one where no skill is defined (even though a potential outcome is that aspiration points are stolen).
Love Tub - if want for hot tub and/or want requiring higher romantic relationship.
Elixir of Life - whenever, wherever.

University
- Though I know you want the additional want slots, you cannot direct your sim to do any gradework unless they want to! However, you may tell them to go to final exams.
- Majors can only be chosen through your sim's wants even if they have a career LTW. There are many roads to happiness!
- The opportunity to change aspiration after sophomore year may be taken or left: you may choose freely for the founder, but must roll it for anyone else.
- Cellphones and other electronics can only be bought if wanted for.
- Counterfeiting machine is allowed if the sim has the want "make some money" or "make [amount] money".
Career rewards:
Antique camera - selling of photos is allowed if a money-making want is present (I do not know if there is a want related to taking pictures with it).
The Cowplant may be placed on the lot, but you are not allowed to feed it. Ordering sims to grab the cake is only allowed if someone has the want to drink that sim's essence.
The Resurrect-O-Nomitron may be used if wanting someone to be a zombie, or if the sim to be resurrected had the want "be saved from death" when dying.
Cosmetic station - go nuts.

Nightlife
- The matchmaker may be employed if a sim has the want to "ask a sim on date", "have [amount] first dates", "fall in love", "get married" or so on and so forth. Love potion and curing potions may only be bought with the corresponding wants.
- "Check sim out" and "scope room" is allowed if romantic wants are present.
- Turn-ons may be changed and chosen freely through the ReNuYu Porta-Chug or the ReNuYu-Senso-Orb. If you want to change aspirations using the orb you must roll for the new aspiration, and after the orb has been used up you may not change that sim's aspiration any further. You may choose to turn your sim Grilled Cheese, but only one of the heirs may ever have it as their true aspiration (it comes with only one LTW).
- The ownership of cars (bought through wants) may be changed however you see fit (it keeps the carpool from showing up for that sim).
- Dates and outings your sim gets asked to go on may be accepted or declined however you choose, unless the sim has a want for it (in which case you should go on it).
- Rewards from datings and outing may be sold, placed on the lot or put in inventory.

Open for Business (under construction)
(I rarely play businesses and therefore am not really familiar with the mechanics and the availability of wants relating to them. Feedback from experienced players and playtesters would be very appreciated.)
- While visiting businesses not owned by the household the 'buying things while you can'-rule applies for items not available for purchase in Buy or Build Mode (for example, clothes and perfume).
- If a sim wants to run a business (or several) you may order that sim to do whatever it takes for it to be successful. Complicated clarification coming up
- You may use mods to prevent playables visiting your business from going broke/cluttering up their inventories, and mods or hacked objects that prevent playables from visiting your business altogether. You may also use the following Paladin's Place/simwardrobe OFB fixes (or similar ones): "Employees Don't Get Served", "Frozen Customer Fix" and "Crafting Station Routing Fix". Using the "Employees Make Pottery Dammit" located under FreeTime fixes and "Show Item To Fix" located under Apartment Life fixes is also allowed.
- Mascot and worker uniforms go under the 'plan outfit'-rule. Clothes may be bought at any time for this purpose.
- Cash business perks may only be redeemed if the sim owner has a money-making want or if they want to buy/need to restock items for more money than they have. You are free to use any and all of the other business perks.
- You may pass on the business perks at any time, preferably to the next heir.
- The objects your sims craft may be placed on the lot, but only used autonomously or if wanted for.
- Servos created may be activated at any time. The rules for giving them commands are the same as with normal sims.

Pets
- If your founder starts off as an adult you may create a pet for them in CAS and buy items related to their needs, but after that you may only buy and adopt pets (and needs items for them) if there is a want for it.
- You may change your pet's appearance whenever you like, but new collars may only be bought while already at a store that sells them.
- You may direct your sims to scold and praise pets for their behavior (even though there are wants for it).
- If a pet's need is in orange you may direct your sim to fix it.
- Kibble of Life may be used whenever, wherever.
- You may direct your sims to fill in holes dug by pets/strays even if there isn't a cleaning skill want present.

Seasons
- In the case of frostbite or heatstroke you may direct someone to warm up or cool off the affected sim.
- Gardening (fertilizing, watering etc.) may only be performed if the sim wanted to plant the thing, has a Nature hobby want relating to it or if they have a gardening badge want. If any of these wants are present you may assist your gardening with items such as the ladybug loft and compost bin (the items available in the gardening section). If a sim wants to become a plantsim you may buy and plant additional plants/trees to be sprayed.
- Fish and harvestables may be stocked in fridges and appliances when/if the player chooses to.
- You may apply for garden club membership, but keep in mind that the only thing you can do to raise the score without a want being present is decorating.
- The wishing well obtained from a high inspection score may be placed and used, but the wishes must be made according to the sim's wants:
Friends - wants relating to making previously unknown friends/best friends or meeting new people.
Romance - want to 'fall in love', 'get married', 'have multiple loves' etc.
Money - want to "make some money" or "make [amount] money". Observe that the positive outcome gives about §1000 while the negative outcome gives §50.
- There is a want for giving gifts to other sims, so you may not do it on your own.
- The player may direct sims to store leftovers (why waste good food?), but bear in mind that they cannot autonomously take them out. You may direct a sim to take leftovers out if their (or their child's) hunger need is orange.
- The Weathernaught 57X may be used to change the weather and season if a sim has a want related to it (for example the want "see snow"). The season may also be tampered with if you play your neighborhood rotationally and need to align the households (I personally use a mod that prolongs each season to 7 days, and I play each household for one season at a time).
- Career rewards:
The Adventurer and Journalism career rewards may be placed on the lot.
The Bookshelf of Education may be placed on the lot, but you may only direct your sims to use it if they have corresponding wants (skilling, reading).
The Coconut Pinball machine may be placed on the lot, but you can only direct a sim to use it if they want to "make some money" or "play (pinball) game"
The Ligitator Podium may be placed, but only directed to use with corresponding wants (such as charisma skilling or "make some money").
The Rock Hammer may be placed, but only directed to be used with corresponding wants (claiming it also satisfies the want "buy a guitar").

Bon Voyage
(I rarely play vacations, so feedback would be VERY appreciated.)
- As you may have guessed, going on a vacation requires a want - however, the sim who wants it may take other sims with them. Keep in mind that while sims are on vacation they are not able to gain skill points, talent badges or hobby enthusiasm unless they stay at a vacation home.
- There is a want to buy a souvenir, and while it is present you may purchase as many as you want (but not after the want is fulfilled). The souvenir display rack may be bought, placed and filled.
- There is a want to buy jewelry, and while it is present you may purchase as many as you want (but not after the want is fulfilled).
- Tour chance cards may be dealt with any way you want.
- You may direct your sims to dig for treasure (and fill the holes), but only sell the items in a store (I am not sure if the "make some money" want is fulfilled by selling from inventory, so I'll get back to that).
- Snapshots may only be taken if the "take a picture/get picture taken"-want is present (the snapshots you take by clicking on the active sim or asking another sim to take a picture). You may direct sims to pose for the pic (or even other in-game screenshots).
- Any and all vacation benefits may be picked, if earned (even Carefree).

Freetime
- The gift from Rod Humble may be opened, but objects needed to place it may not be bought unless a computer-related want rolls up.
- There are a lot of activities that give hobby interest, and you may direct your sims to do them in order to achieve related wants (for example studying cooking for a "win cooking contest" want), even if those activities can be performed autonomously (like putting on the cooking channel). If your sim wants to max out a hobby I suggest you take them to the related secret hobby lot (tip: befriending hobby leaders lower the amount of friends required for certain careers, so you may direct your sims to interact with them if they want promotions. More info can be found at each hobby's respective page at sims.wikia.com )
- Hobby chance cards may be dealt with any way you like.
- Aspiration benefits: while I personally tend to forget about the motive and work ones you may use them to your heart's content. Secondary aspirations must be rolled for, with the exception of founder creation (you may choose it as soon as you get them out of CAS, but if you pick it at a later time you must roll for it, even during Post-Sophomore re-roll). The Impart Knowledge interaction may be used if the receiving sim wants to skill in any or that particular area.
- Aging NPCs up during birthdays or not is up to you.
- A sim may only summon the Genie/rub the Dusty Old Lamp if they have a want to do it, or if they have a money-making want (in which case they may only wish for money). The Resurrect wish goes under the rule of the Resurrect-O-Nomitron (Uni section). While Peace of Mind may be chosen for your heir they must still fulfill their LTW in order to pass on the torch.
- The objects your sims craft may be placed on the lot, but only used autonomously or if wanted for.
- Career rewards:
Drafting table may only be directed to use for skilling wants, selling purposes (money-making) or other related wants.
Better Barre - skilling.
Personal Fame Star may be placed on the lot.
Audio Augmenter Earpiece - "make some money" want (note: unlike most other career rewards, it does not raise fun).
Carefree Koi Pond may be placed. Its only purposes are raising fun and Nature enthusiasm (while being a nice decorative in my opinion).

Apartment Life
- There is a want for hiring butlers, so don't use the nanny rule as an excuse.
- You may ask apartment neighbors to babysit if you do not/can't hire a nanny to watch the kids.
- Secret networking opportunities where choices are presented (a dialogue) must be handled after the sim's wants (may only take up a new career if they want to; for instant blind date, see the matchmaker rule in the Nightlife section). Items gained from secret networking may be kept/placed on the lot.
- Witches (/warlocks) may only cast spells if they want to or if they relate to their own wants (for example "make a friend"), other sims' wants or in order to cure critical needs/illness.
- "Magivestigium" (teleport) may be used whenever. "Exflammo" may be used when needed. "Expello Mortis" may only be used if the sim wanted to be saved from death, likewise with "Vivificus Zombiae" (or if a "become zombie" want is present).
- There do not seem to be any wants to create or buy reagents, so when your witch rolls the want to cast a spell (or otherwise need to prepare for it), you may craft and/or buy as many of any kind as you want to, until the spell is actually cast.
- The respective thrones may be crafted at any time, and used if the overall motive bar is dark orange or red (may also be used to kill a witch of the opposite alignment). If sim is in platinum state, use your judgment. The other craftable objects seem to be decorative, so go ahead and make those at any time as well (does crafting the sculpture fulfil a "buy sculpture" want?).
- Potions may be crafted and used with corresponding "cure … of …" wants.
- As noted by Michelle, the want to cure themselves or another sim of a life state can be used as an excuse to befriend a high witch and study magic skill up to the needed level, since witches can create all of the potions.
Last edited by Radiochocolate on June 28th, 2016, 2:28 pm, edited 4 times in total.
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Re: Sims 2 Wantacy (Feedback and playtesters please!)

Post by Keika »

This looks like sort of an extreme version of a super fun play style I already use in a couple of "for fun" neighborhoods, so I might be interested in playtesting for you at some point or another. ^^ Might I make a suggestion, though? I personally would love it if the list of rules was numbered or bulleted so that they're a little easier to read. :)
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Re: Sims 2 Wantacy (Feedback and playtesters please!)

Post by Radiochocolate »

You're right, a bulleted list would be easier to grasp. Will get to it.

I know I'm going to try this out myself but I haven't set a date on it yet, so I'd love to have someone more experienced try it out :)
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Re: Sims 2 Wantacy (Feedback and playtesters please!)

Post by Keika »

Lol, "more experienced". You've done a lot more challenges, and a lot larger variety, than I have, Mia. :) Starting this challenge isn't going to be any time soon for me, probably, but this sounds super fun. Definitely on my list. :)
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Re: Sims 2 Wantacy (Feedback and playtesters please!)

Post by MichelleCYoung »

OK, my eyes went jiggly just reading all that, so I'll have to come back later with more comments.

For now, three things stood out to me:

Bon Voyage - yes, you can earn skills, talent badges, and hobby enthusiasm on vacation. Maybe you need the comm-skilling mod. However, even without that, playing strictly vanilla, if you buy a vacation home (and there IS a want to buy a vacation home!), you can build skills, badges, and enthusiasm. In fact, Takemizu Village is programmed to allow faster skill-building than at home. So, having a Takemizu vacation home is one of my favorite ways to build up skills fast. Also, if you put 5 Takemizu souvenirs on the souvenir shelf, it gives skill-building bonus to sims nearby. You may want to allow sims to build up such a shelf. There is, I believe, a want to buy a souvenir.

Open For Business - Yes, there are wants to make sales, to hire employees, and to gain business ranks. These can be problematic, if your sim really doesn't need or can't afford to hire employees, or if your sim wants to sell something to someone who isn't even there, or, in fact, to make sales to someone, when there isn't anything to sell. For example, if you're not out to make money, but just want to get all sorts of ranks, it's possible to get business ranks in a venue, without selling tickets. Just open the business and make your customers happy, and watch the stars fly. But if your sim wants to sell stuff, you will have to have something actually on sale. This will, of necessity, steer the design of the business. You're more likely to have retail businesses than anything else, I believe. Although you can make sales at the restaurant podium. I think that in order to make more sales wants be fulfilled (they require actual sales SOCIALS, not just the sim in the want panel choosing to buy something), then you'll have to be allowed to set the prices high enough to always need some sales socials.

Apartment Life - Yes, there are wants for witches to cast spells. However, I never saw any wants to buy/create reagents, potions, or other objects. Perhaps make create/buy reagents dependent on the want to cast a spell? But maybe make an exception for the creation of potions and objects, because there is no such want. I would recommend that if your witch rolls the want to cast a spell, you are allowed to create or buy as many reagents as you want (the "while you can" rule), until your sim actually casts the spell. Also note, there are wants to become a witch, for another sim to become a witch, as well as wants to be cured of witchiness, and for other sims to be cured of witchiness. So, building magic skill and creating the Witchbegone potion could be want directed. In fact, witches can create all the cures so if your sim is dead broke, but friends with a witch, and has a want for some other sim (or themselves) to be cured of any occult state, then they should be allowed to manually become a witch (befriend the high witch, and ask to be taught the ways of magic), and then study magic long enough to learn how to create the correct potion. Again, the "while you can" rule should apply.
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Re: Sims 2 Wantacy (Last updated 28/6 -16) (Feedback please!

Post by Radiochocolate »

I added in some more clarifications in Basic rules (though the order may not be logical), fixed some typos and added in some of the stuff Michelle commented on for BV and AL. The OFB one is a bit more complicated, so I'll get back to that.

@Michelle: I find it amusing that this isn't even a complete ruleset and you've already found a kind-of-loophole for turning your sims into witches :P
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Re: Sims 2 Wantacy (Last updated 28/6 -16) (Feedback please!)

Post by Jesslb429 »

Super random post on an older thread but DUUUUUUDE! I completely forgot all of these years later that LTWs weren't in basegame TS2. In my own defense, I was like 12/13 when University came out and we didn't get a computer that could play TS2 until just before I went to high school. But still.
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