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21 hours ago

Ravenwood curse

🎃 I finally decided to share this!

I wanted a Halloween Sims 4 challenge that felt like an actual horror story, but couldn't find exactly what I was looking for… so I made my own. 😂

The Ravenwood Curse is a 7-generation horror legacy filled with supernatural chaos, family secrets, tragedy, and one mysterious object that follows the family through every generation.

I tried to keep the rules simple while leaving room for you to make the story your own.

⚠️ There is a spoiler section at the end for the final twist!

So... good luck. You're going to need it. 👁️🎃

 

🎃 THE RAVENWOOD CURSE

A 7-Generation Halloween Horror Legacy Challenge

Seven generations. One family. One mysterious object. One terrible mistake.

Welcome to The Ravenwood Curse, a story-driven Sims 4 legacy challenge filled with supernatural Sims, family secrets, tragedy, and a mystery that follows the family from generation to generation.

Every generation moves to a new world.

Every generation has a different story.

And one object follows them all.

Can you break the curse?

 

───

 

🕯️ BASIC RULES

• Play for 7 generations.

• Each generation must move to a different world.

• Complete the main objectives of each generation.

• The cursed object must pass from heir to heir and may not be permanently discarded.

• Required deaths cannot be reversed.

• Cheats are allowed for setup, storytelling, and fixing bugs, but not to bypass objectives.

• If you don't own a pack needed for a particular rule, substitute something that creates a similar effect.

• Most importantly: tell the story your way.

 

───

 

🕯️ THE CURSED OBJECT

Choose one ordinary-looking object at the beginning of Generation 1.

It could be a doll, painting, book, necklace, photograph, toy, antique, or any other family heirloom.

Rules

• Introduce the object during Generation 1.

• It must remain with the family through all seven generations.

• Every heir must inherit it.

• It may not be sold, deleted, or permanently abandoned.

• Each generation should interact with or acknowledge it at least once.

The family believes the object is cursed.

They don't know the truth.

 

───

 

☠️ THEMATIC DEATHS

Whenever a death is required, make it fit the Sim whenever possible.

Consider their:

• Occult type

• Traits

• Personality

• Career

• Relationships

• Circumstances

Examples

🧛 Vampire: sunlight or another death connected to their supernatural nature.

🐺 Werewolf: a reckless or beast-related death.

🧙 Spellcaster: a magical accident or consequence.

👻 Ghost: something connected to their original death or ghost type.

🧍 Human: an accident, fire, environmental death, or another death that fits their story.

There is no single correct death.

The goal is to make the death feel like part of the story rather than simply checking off a requirement.

 

───

 

🎲 WHEN THERE IS MORE THAN ONE CHOICE

Some generations leave you with multiple possible heirs, favorites, or outcomes.

Don't simply choose your favorite Sim. Let gameplay decide.

Use this order:

1. Traits → 2. Behavior → 3. Relationships → 4. Random choice

If two Sims are still tied, use a random number generator.

No rerolls. The curse chooses. 👁️

 

───

 

⚖️ GOOD VS. EVIL

Generation 2 requires one child to become Good and one to become Evil.

Let their personalities develop naturally.

🪽 GOOD

Look for traits and behavior showing:

• Kindness

• Loyalty

• Helpfulness

• Compassion

• Strong family relationships

😈 EVIL

Look for traits and behavior showing:

• Cruelty

• Selfishness

• Meanness

• Mischief

• Destructive relationships

If it isn't obvious, compare their traits first.

If they're still tied, randomize it.

Don't assign Good or Evil based on which child you personally prefer.

 

───

 

🩸 GENERATION 1 — THE ASYLUM

Escape

Five Sims begin trapped inside a haunted asylum in Ravenwood.

Create:

🧍 Human

 🧛 Vampire

 🐺 Werewolf

 🧙 Spellcaster

 👻 Ghost

Rules

• All five must live in the asylum.

• They may not leave the lot.

• They must interact with one another.

• Romance is allowed.

• The first Sim to find love and produce an heir earns their freedom.

• That Sim leaves the asylum with their heir.

• Everyone else remains behind.

The cursed object leaves with the escaping Sim.

The heir begins Generation 2.

 

───

 

🖤 GENERATION 2 — OPPOSITES

Forbidden Love

The heir has escaped.

But the curse followed.

Rules

• The heir cannot date until their Gen 1 parent dies.

• They must fall in love with an opposite supernatural type.

• They must have exactly two children.

• One child becomes Good.

• One child becomes Evil.

• Both children must be allowed to develop their personalities naturally.

• Only one child survives.

• The survivor becomes the Gen 3 heir.

• Move to a new world that contrasts with the parent's supernatural nature.

Choosing the Survivor

Compare the children's traits, behavior, and relationships.

The child who most strongly fits the story becomes the survivor.

If there is no clear difference:

Randomize it.

The losing child receives a thematic death.

 

───

 

🕯️ GENERATION 3 — THE THREE

Loss

The heir has three children.

Each birth brings another loss.

Rules

• The heir may not have a soulmate.

• Have exactly three children.

• Each child must be a different species/occult.

• Raise all three together.

• First birth: the grandparent dies.

• Second birth: one parent dies.

• Third birth: the remaining parent dies.

• Give each death a thematic cause.

• The three siblings remain together.

• Move all three to a new world.

 

───

 

🪞 GENERATION 4 — THE FAVORITE

Jealousy

Three siblings raise one child together.

But the child chooses a favorite.

Rules

• All three siblings must live together.

• They must collectively raise one child.

• All three must develop a meaningful relationship with the child.

• The sibling with the highest relationship becomes the child's favorite.

• If there is a tie, randomize it.

• The heir causes the deaths of the two non-favorite siblings.

• Give their deaths thematic causes.

• The favorite continues the family line.

• Move to a new world.

Let the relationship system choose the favorite.

 

───

 

🔒 GENERATION 5 — THE SECRET

Paranoia

The heir wants something their family has never had:

A normal life.

Rules

• Move to a new world.

• The heir must attempt to build a normal life.

• The surviving Gen 4 parent must live in the basement and may not leave.

• The heir keeps the family's history secret.

• Eventually, the heir reveals the family secret.

• Once the heir stops trusting those who know, those Sims must also be confined to the basement.

• The heir eventually leaves alone to investigate the family's history.

• Move to another new world.

The cursed object goes with them.

 

───

 

📖 GENERATION 6 — THE INVESTIGATOR

Obsession

The family investigation becomes everything.

Rules

• Move to a new world.

• Investigate the previous generations.

• Visit family graves and important locations.

• Collect photographs, objects, journals, or other evidence whenever possible.

• Have exactly one child.

• Allow the investigation to consume the heir's life.

• Before the heir dies, they must send their child to an insane asylum.

The family has returned to where the story began.

 

───

 

🏚️ GENERATION 7 — THE TRUTH

Breaking the Curse

The final heir begins in an asylum.

They must discover the truth.

Rules

• Begin in an insane asylum.

• Investigate the previous six generations.

• Investigate the cursed object.

• Uncover the truth behind the family's tragedies.

• Return to the asylum in Ravenwood.

• Bring the cursed object with you.

• Destroy it.

• Leave the asylum.

The curse is considered broken.

The heir is finally free.

 

───

 

🚨 SPOILER — ONLY READ AFTER COMPLETING GENERATION 7

👁️ CLICK TO REVEAL THE TRUE ENDING

The family was wrong.

The object was never the source of the curse.

It was the prison.

An evil entity has been trapped inside the object for generations.

The family believed destroying the object would finally free them.

Generation 7 succeeds.

The object is destroyed.

The curse appears to be broken.

The heir escapes.

But destroying the object releases the entity.

The thing that was imprisoned for generations is now free.

And nobody knows what happens next.

👁️ FINAL RULE

The player may not determine whether the heir's children are safe.

The challenge ends when the heir escapes.

Maybe the children finally get their happy ending.

Maybe the entity follows them.

Maybe the curse really is gone.

Or maybe the family has simply opened the door to something much worse.

The curse is broken.

The heir is free.

The object is destroyed.

The entity is free.

But are the children?

🎃 THE END

 

───

 

🎃 SHARE YOUR STORY

If you play The Ravenwood Curse, share your Sims, screenshots, family trees, deaths, discoveries, and unexpected twists.

Every family will tell the story differently.

Good luck.

And remember...

Ravenwood is waiting

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