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Master_Steerpik's avatar
9 years ago

Sims 4 Supernatural : The Originals

So far The Sims 4 appears to be the weakest installment in the franchise, but there may yet be hope to salvage it. It could require supernatural assistance to save this installment. Having gotten bored with The Sims 4, I re-installed The Sims 3 and have gone back to playing my sims of the Mikaelsons and created sims of Lucien Castle, Aurora and Tristan De Martel and had them turned by the respective Mikaelson vampire and have enjoyed it.

The Sims 4 Supernatural could be the answer to livening up game play for the current installment. In order to really bring depth to this, it would go beyond just making a sim a vampire, witch or werewolf in CAS.


Many will, no doubt, recognize much of this as being from the television shows, "The Originals" and "The Vampire Diaries."

Vampires:

Vampires in The Sims 3 were an improvement over their predecessors, but more can be done. Here is what I suggest.

Three tiers of vampires.

1. Originals
2. Second Generation
3. Standard

Original vampires would be ones which were not turned by other vampires. These would be the most powerful vampires and would have abilities which exceed those of the non-originals and access to traits which no other vampires could attain. Original vampires would be sires of their respective bloodlines. Any vampire from a bloodline would be completely loyal to the Original whose bloodline they are part of. Original vampires would be immortal in every sense. Not killable and un-aging (age frozen). All other vampires would be un-aging (age frozen) but could potentially die. Extensive exposure to sunlight would not kill an Original, but hamper them for a time (negative moodlet), the other vampires could die from too much sunlight exposure. Second generation vampires could endure sunlight longer than standard vampires, but not as long as an Original.

To protect vampires from the sunlight, a sunlight ring could be available as a buyable item or crafted by a witch and given to a vampire as a gift or an exchange of favors. (Example: Witch has vampire get a dose of wolfbane in exchange for a sunlight ring.)

All vampires would have the power of compulsion. They can mind control another sim to do what they want. Originals are immune to compulsion. Second generation vampires can’t be compelled by standard vampires. Any vampire can compel an (ancestral) witch, werewolf or human to do what they want. Only an Original can compel an Expression Witch.

When a player creates a vampire in CAS, they would have to either designate the vampire as an Original (which should be the only way to get Original vampires) or designate the existing Original whose bloodline that vampire is from. If not an Original, then designate either second generation or standard.

Second generation vampires would be those turned directly by an Original (example : Lucien Castle). These vampires could come close to an Original in power, but never equal or exceed the Original.

Standard vampires are vampires turned by either a second generation vampire or another standard vampire. These would be the least powerful vampires, on a par with our Sims 3 version.

Vampire worshipper cult: Some humans would revere vampires and they would have a place to meet and vampires would show up to be revered and get drinks. (This was from Buffy The Vampire Slayer.)

Conversion to vampirism should not be so easy as doing a few socials and making friends with the vampire. The vampire would require the would be vampire to complete some task before agreeing to convert them. The more powerful the vampire, the more significant the task. For example, if a sim wished to be converted by an Original , the Original might send them to get either an artifact or relic (a la World Adventures). A Second generation vampire might want a rare ingredient. (Note: This process allows the player tight control over which sims become vampires and of what bloodline.)


Hybrids could be made possible. I wouldn’t mind being able to make a proper sim of Niklaus Mikaelson (Original vampire-Werewolf hybrid).

Werewolves:

Werewolves would actually have packs, and each pack would have their own leader, an Alpha. The Alpha would make decisions for their pack. A werewolf bite could kill a standard vampire (unless treated with the blood of a hybrid). The bite would only temporarily slow down a second generation vampire and would do nothing against an Original. The Alpha can ally their pack with whomever they want.

Werewolves would be made either in CAS or being converted by an existing werewolf or born in game from werewolf parents. Conversion by a werewolf automatically places the converted sim into that werewolf’s pack.

Witches:

A sim could only be a witch by being born one in game or being created as a witch in CAS.

There would be two types of magic: Ancestral magic and Expression magic.

Expression magic is arguably the more powerful version as it does not require the witch to draw on any other source. Expression magic requires self-control to get the spells to do what the caster wishes. The greater the self-control, the more powerful the spell that can be successfully cast. Self-control would be a skill which could be acquired and improved.

Witches who use ancestral magic can draw on the powers of their ancestors, but only if the ancestors approve of the particular use. A witch using ancestral magic without that approval could not cast spells that were as powerful (without channeling either other witches who support the spell or extremely powerful vampires (Original or Second generation) or an artifact or relic. Witches who use ancestral magic would have three meters, one for their own power , one for ancestral power available for the spell in question (which could be zero if the ancestors do not approve of the spell) and one for channeled power.

Witches would have covens and would be seeking to increase their power levels (gaining access to more powerful spells).

Vampire bites could either kill, turn or simply feed from a witch depending on the intention of the vampire. Default would be feed, only the player should be able to determine if it is either of the other two. A non-Original vampire bite on a werewolf (not in werewolf form) would feed, an Original could turn the sim into a hybrid. A werewolf, not in werewolf form, can be killed by a vampire bite (only player controlled). Werewolves would only be in werewolf form on the full moon.

These three types of supernaturals would normally be at odds with each other, but alliances can be made. If the head of a coven is in love with an Original vampire, the witch would ally their coven with a vampiric bloodline. The coven and that vampiric bloodline would be allies.

Each of these types is seeking artifacts, relics and rare ingredients to enhance their potential for power and as potential bargaining chips. Artifacts and relics could be used for channeling while rare ingredients could be used for alchemy.

A Player controlled sim in these factions would get the option of doing quests for their faction thus deepening the game play. The quests would be similar to World Adventures.

At the beginning, the game world would be divided into zones, witch (zone –by coven), vampire (zone- by bloodline) and werewolf (zone-by pack). There would be one designated area that would be neutral free access to all factions ( human and the community lots) . Unify your faction (say vampires) and try to form an alliance with another faction (say witches, one coven at a time) and the vampires could then travel through witch territory without incident and witches could travel through vampire territory without incident. Befriending a member of another faction allows safe access for the sim in question. Want your vampire to go into a territory held by a witch coven? Befriend a member of the coven.

All three factions want safe travel anywhere. The goal then is peace between the factions achieved by quests which gain friendships between the faction leaders. Once that is achieved, the adventures could continue providing respawning is set-up.

I’ve put some more thought into this.

As far as the rewards for doing quests:

All would get a relationship boost with the quest giver and it would also apply to the leader of the character’s faction (Coven leader, Original or Alpha). (Friend, Good Friend and finally Best Friend in case of doing multiple quests for the same NPC.)

Vampires would get satisfaction points, plasma fruits, simoleans or a trait – such as immune to fire, immune to cold, immune to sickness , etc.

Witches would get satisfaction points, increased magic, simoleans , a new spell, or even an enchanted item for chanelling. Possible promotion in coven. This would be a witch’s path to becoming coven leader (for witches who use ancestral magic). Expression witches are lone wolves of magic, they don’t channel and aren't part of covens.

Werewolves would get satisfaction points or simoleans. Possible promotion in pack, gets “Alpha” trait if replacing the current alpha.

The satisfaction points rewards would need to be more than sims currently get for standard whims.

Upon unifying the bloodlines, the character would get a trait: Vampire friend – all vampires would regard the character as an ally.

Upon friendship with an Original (non-vampire character), the character would get a trait: (Original name) Bloodline friend. All vampires of that bloodline regard that character as a friend.

Upon friendship with a Coven Leader, the character would get a trait (Name of Coven) Friend - witches in that coven would regard the character as a friend and be willing to help in subsequent quests.

Likewise with regard to the Covens (witch character) or packs (werewolf character).

There would have to be a new fight social: Challenge to combat. (These would be non-lethal combats. If the player controlled character wins, then the opponent leaves the scene and the player can go forward past the now removed obstacle (in the case of quests). These could also be done for practice to skill build.

There could also be added a new NPC, “Supernatural Hunter” which would be a quest target to use the “Challenge to Combat” on. This would be a human character –which means they would not have a chance versus a vampire, very little against a witch, and an even chance versus a werewolf in human form. This character would have a tranquilizer gun. (Originals would be immune to the tranquilizer.) This character might also use martial arts.

Vampires would use martial arts (so we need that skill back) and at the speeds that they run.

Witches would use their magic. They would need to make sure they have an appropriate spell for this (example: Ice Bolt – freeze the opponent for a time and win the combat).

Werewolves (in human form) would use standard fisticuffs. They can’t be challenged in this manner as wolves.
Humans would gain a social with vampires, “Offer plasma.” They stick their arm out and the vampire takes a drink and there is a relationship boost.

Vampires would get an interaction (player controlled) – declare feeding stock – player clicks on another sim (non-vampire) and selects this option, the vampire would autonomously feed off that sim when they were thirsty and that sim was available. The chosen sim does not know about being declared feeding stock (there would be no relationship adjustment) , they may notice the vampire feeding from them regularly. Of course, this gives relationships boosts each time the feeding occurs until it is maximum.

I have put some additional thought into this.

Vampires, Witches and Werewolves would each get their own "world" and when a player creates a character, that character would start in the associated "world." As we are creating households in CAS, in the case of a mixed household (as the Mikaelsons), placement would normally be by the greatest population number of type in the household, with one exception, any household that has an Original would have to be placed in the Vampire "world."

There could also be a hidden "world" for the Ancestors - accessible only through powerful magic.

There would be adventure sites in each "world," and the player would unlock those worlds for their character and their chosen faction by doing the quests.

As noted before, each faction leader would have an area - a neighborhood. If there are more neighborhoods than faction leaders, then the rest become neutral territory. Community lots automatically fall into this category. Each world would have a reserved neutral neighborhood (aside from the Community lots) for the non-Supernaturals (or Supernaturals which fall outside the three - if other Supernatural options are given) to live.

On Vampires: They have incredible speed (as has been noted), senses of hearing and smelling are exceptionally acute. The vampires are incredibly resilient physically - Originals would of course epitomize this. As has been noted, Vampires have the power of compulsion (which can be used to help those cursed by witches). It can also be used to force a sim to forget a memory (if we get memories) or unblock such a compulsion and allow the memory to return. Or make them do something (other than inviting the Vampire in). In addition to no fatigue (as The Sims 3), vampires seldom need to sleep - only being channeled would cause them the need to sleep. (Note: It is actually mystic energy which is being channeled, and it is replenished by sleep.) So vampires never have to sleep for the energy need. Originals have incredible mystic energy attached to them. So much so that an ancestral witch channeling two Originals could overpower the Ancestors themselves - if needed.

On Ancestral Witches: A witch may channel only one object at a time (in inventory) and as many other individuals (with mystic energy) holding hands with each other and the witch.

Most things that could potentially kill a sim would have an in-game cure as the Mummy's Curse did in The Sims 3. Because of this, any autonomous action that could kill a sim would have to be limited to sims that are directly controlled by the player.

On Witches:

In prior installments, as a witch gained skill in magic, they gained spells (in Sims 3 it was automatic). Here the witch would start with very few starter spells - "Conjure Apple" was a good example of this. Spell acquisition for a played witch sim would not be automatic. The character would have to either find them (doing quests) or get them as quest rewards. They would come in the form of a Spell Tome which when read would add the spell to the witch's list of known spells and the Tome would vanish - like the recipe books in The Sims 3. This feature gives witches more game play depth as it will take time and effort to accumulate all of the spells that the class of witch can utilize. The highest powered spells would include Resurrection (clean of resurrection of a dead sim), Immortality (usable only on the witch also age freezes the witch) - Freya Mikaelson is an immortal witch, and Portal spells.

There would be ward spells which could be used as obstacles in the adventure sites. They can also be used to protect sims.

Ancestral Magic - Spell failure would have no other effect than the spell not working.
Expression Magic - Spell failure could result in damage to the caster or other sims in the area - maybe even death.

An Ancestral Magic using witch does not have to join a coven, but could not expect to get power from the Ancestors. As alluded to previously, that would not actually be necessary if they are teamed up with an Original.

This would require three large worlds - one for the Vampires, one for the Witches and one for the Werewolves and a hidden world - the Ancestral World, which would be accessible only through powerful magic. The vampire and witch worlds would be modeled on New Orleans (much like Willow Creek), the Werewolf world would be a bayou.

We would require 4 neighborhoods for the vampires - 4 Originals (one Original Vampire/Werewolf hybrid, and three Original Vampires - all siblings).

While the show indicates 9 covens and 12 Werewolf packs, this would need to be paired down for gameplay purposes to 5 each (so 5 neighborhoods for each of these groups).

While the quest lines are centered on Vampires, Witches and Werewolves - other supernatural lifestates could also be added in CAS to allow the player more freedom of choice.



Fellow simmers what are your thoughts and suggestions on this potential expansion pack?

@SimGuruGraham
@simgurudrake
@SimGuruPanda
@SimGuruBChick
  • @Jerrello
    Or, we're not giving them enough credit?
    I have a good feeling about Supernaturals in The Sims 4. Spooky Stuff had those transitioning paintings showing sims turning into a Werewolf and (possibly) a Witch. :o
  • "Master_Steerpike;885890" wrote:
    So far The Sims 4 appears to be the weakest installment in the franchise, but there may yet be hope to salvage it. It could require supernatural assistance to save this installment. Having gotten bored with The Sims 4, I re-installed The Sims 3 and have gone back to playing my sims of the Mikaelsons and created sims of Lucien Castle, Aurora and Tristan De Martel and had them turned by the respective Mikaelson vampire and have enjoyed it.

    The Sims 4 Supernatural could be the answer to livening up game play for the current installment. In order to really bring depth to this, it would go beyond just making a sim a vampire, witch or werewolf in CAS.


    Many will, no doubt, recognize much of this as being from the television shows, "The Originals" and "The Vampire Diaries."

    Vampires:

    Vampires in The Sims 3 were an improvement over their predecessors, but more can be done. Here is what I suggest.

    Three tiers of vampires.

    1. Originals
    2. Second Generation
    3. Standard

    Original vampires would be ones which were not turned by other vampires. These would be the most powerful vampires and would have abilities which exceed those of the non-originals and access to traits which no other vampires could attain. Original vampires would be sires of their respective bloodlines. Any vampire from a bloodline would be completely loyal to the Original whose bloodline they are part of. Original vampires would be immortal in every sense. Not killable and un-aging (age frozen). All other vampires would be un-aging (age frozen) but could potentially die. Extensive exposure to sunlight would not kill an Original, but hamper them for a time (negative moodlet), the other vampires could die from too much sunlight exposure. Second generation vampires could endure sunlight longer than standard vampires, but not as long as an Original.

    To protect vampires from the sunlight, a sunlight ring could be available as a buyable item or crafted by a witch and given to a vampire as a gift or an exchange of favors. (Example: Witch has vampire get a dose of wolfbane in exchange for a sunlight ring.)

    All vampires would have the power of compulsion. They can mind control another sim to do what they want. Originals are immune to compulsion. Second generation vampires can’t be compelled by standard vampires. Any vampire can compel an (ancestral) witch, werewolf or human to do what they want. Only an Original can compel an Expression Witch.

    When a player creates a vampire in CAS, they would have to either designate the vampire as an Original (which should be the only way to get Original vampires) or designate the existing Original whose bloodline that vampire is from. If not an Original, then designate either second generation or standard.

    Second generation vampires would be those turned directly by an Original (example : Lucien Castle). These vampires could come close to an Original in power, but never equal or exceed the Original.

    Standard vampires are vampires turned by either a second generation vampire or another standard vampire. These would be the least powerful vampires, on a par with our Sims 3 version.

    Vampire worshipper cult: Some humans would revere vampires and they would have a place to meet and vampires would show up to be revered and get drinks. (This was from Buffy The Vampire Slayer.)

    Conversion to vampirism should not be so easy as doing a few socials and making friends with the vampire. The vampire would require the would be vampire to complete some task before agreeing to convert them. The more powerful the vampire, the more significant the task. For example, if a sim wished to be converted by an Original , the Original might send them to get either an artifact or relic (a la World Adventures). A Second generation vampire might want a rare ingredient. (Note: This process allows the player tight control over which sims become vampires and of what bloodline.)


    Hybrids could be made possible. I wouldn’t mind being able to make a proper sim of Niklaus Mikaelson (Original vampire-Werewolf hybrid).

    Werewolves:

    Werewolves would actually have packs, and each pack would have their own leader, an Alpha. The Alpha would make decisions for their pack. A werewolf bite could kill a standard vampire (unless treated with the blood of a hybrid). The bite would only temporarily slow down a second generation vampire and would do nothing against an Original. The Alpha can ally their pack with whomever they want.

    Werewolves would be made either in CAS or being converted by an existing werewolf or born in game from werewolf parents. Conversion by a werewolf automatically places the converted sim into that werewolf’s pack.

    Witches:

    A sim could only be a witch by being born one in game or being created as a witch in CAS.

    There would be two types of magic: Ancestral magic and Expression magic.

    Expression magic is arguably the more powerful version as it does not require the witch to draw on any other source. Expression magic requires self-control to get the spells to do what the caster wishes. The greater the self-control, the more powerful the spell that can be successfully cast. Self-control would be a skill which could be acquired and improved.

    Witches who use ancestral magic can draw on the powers of their ancestors, but only if the ancestors approve of the particular use. A witch using ancestral magic without that approval could not cast spells that were as powerful (without channeling either other witches who support the spell or extremely powerful vampires (Original or Second generation) or an artifact or relic. Witches who use ancestral magic would have three meters, one for their own power , one for ancestral power available for the spell in question (which could be zero if the ancestors do not approve of the spell) and one for channeled power.

    Witches would have covens and would be seeking to increase their power levels (gaining access to more powerful spells).

    Vampire bites could either kill, turn or simply feed from a witch depending on the intention of the vampire. Default would be feed, only the player should be able to determine if it is either of the other two. A non-Original vampire bite on a werewolf (not in werewolf form) would feed, an Original could turn the sim into a hybrid. A werewolf, not in werewolf form, can be killed by a vampire bite (only player controlled). Werewolves would only be in werewolf form on the full moon.

    These three types of supernaturals would normally be at odds with each other, but alliances can be made. If the head of a coven is in love with an Original vampire, the witch would ally their coven with a vampiric bloodline. The coven and that vampiric bloodline would be allies.

    Each of these types is seeking artifacts, relics and rare ingredients to enhance their potential for power and as potential bargaining chips. Artifacts and relics could be used for channeling while rare ingredients could be used for alchemy.

    A Player controlled sim in these factions would get the option of doing quests for their faction thus deepening the game play. The quests would be similar to World Adventures.

    At the beginning, the game world would be divided into zones, witch (zone –by coven), vampire (zone- by bloodline) and werewolf (zone-by pack). There would be one designated area that would be neutral free access to all factions ( human and the community lots) . Unify your faction (say vampires) and try to form an alliance with another faction (say witches, one coven at a time) and the vampires could then travel through witch territory without incident and witches could travel through vampire territory without incident. Befriending a member of another faction allows safe access for the sim in question. Want your vampire to go into a territory held by a witch coven? Befriend a member of the coven.

    All three factions want safe travel anywhere. The goal then is peace between the factions achieved by quests which gain friendships between the faction leaders. Once that is achieved, the adventures could continue providing respawning is set-up.

    I’ve put some more thought into this.

    As far as the rewards for doing quests:

    All would get a relationship boost with the quest giver and it would also apply to the leader of the character’s faction (Coven leader, Original or Alpha). (Friend, Good Friend and finally Best Friend in case of doing multiple quests for the same NPC.)

    Vampires would get satisfaction points, plasma fruits, simoleans or a trait – such as immune to fire, immune to cold, immune to sickness , etc.

    Witches would get satisfaction points, increased magic, simoleans , a new spell, or even an enchanted item for chanelling. Possible promotion in coven. This would be a witch’s path to becoming coven leader (for witches who use ancestral magic). Expression witches are lone wolves of magic, they don’t channel and aren't part of covens.

    Werewolves would get satisfaction points or simoleans. Possible promotion in pack, gets “Alpha” trait if replacing the current alpha.

    The satisfaction points rewards would need to be more than sims currently get for standard whims.

    Upon unifying the bloodlines, the character would get a trait: Vampire friend – all vampires would regard the character as an ally.

    Upon friendship with an Original (non-vampire character), the character would get a trait: (Original name) Bloodline friend. All vampires of that bloodline regard that character as a friend.

    Upon friendship with a Coven Leader, the character would get a trait (Name of Coven) Friend - witches in that coven would regard the character as a friend and be willing to help in subsequent quests.

    Likewise with regard to the Covens (witch character) or packs (werewolf character).

    There would have to be a new fight social: Challenge to combat. (These would be non-lethal combats. If the player controlled character wins, then the opponent leaves the scene and the player can go forward past the now removed obstacle (in the case of quests). These could also be done for practice to skill build.

    There could also be added a new NPC, “Supernatural Hunter” which would be a quest target to use the “Challenge to Combat” on. This would be a human character –which means they would not have a chance versus a vampire, very little against a witch, and an even chance versus a werewolf in human form. This character would have a tranquilizer gun. (Originals would be immune to the tranquilizer.) This character might also use martial arts.

    Vampires would use martial arts (so we need that skill back) and at the speeds that they run.

    Witches would use their magic. They would need to make sure they have an appropriate spell for this (example: Ice Bolt – freeze the opponent for a time and win the combat).

    Werewolves (in human form) would use standard fisticuffs. They can’t be challenged in this manner as wolves.
    Humans would gain a social with vampires, “Offer plasma.” They stick their arm out and the vampire takes a drink and there is a relationship boost.

    Vampires would get an interaction (player controlled) – declare feeding stock – player clicks on another sim (non-vampire) and selects this option, the vampire would autonomously feed off that sim when they were thirsty and that sim was available. The chosen sim does not know about being declared feeding stock (there would be no relationship adjustment) , they may notice the vampire feeding from them regularly. Of course, this gives relationships boosts each time the feeding occurs until it is maximum.

    I have put some additional thought into this.

    Vampires, Witches and Werewolves would each get their own "world" and when a player creates a character, that character would start in the associated "world." As we are creating households in CAS, in the case of a mixed household (as the Mikaelsons), placement would normally be by the greatest population number of type in the household, with one exception, any household that has an Original would have to be placed in the Vampire "world."

    There could also be a hidden "world" for the Ancestors - accessible only through powerful magic.

    There would be adventure sites in each "world," and the player would unlock those worlds for their character and their chosen faction by doing the quests.

    As noted before, each faction leader would have an area - a neighborhood. If there are more neighborhoods than faction leaders, then the rest become neutral territory. Community lots automatically fall into this category. Each world would have a reserved neutral neighborhood (aside from the Community lots) for the non-Supernaturals (or Supernaturals which fall outside the three - if other Supernatural options are given) to live.

    On Vampires: They have incredible speed (as has been noted), senses of hearing and smelling are exceptionally acute. The vampires are incredibly resilient physically - Originals would of course epitomize this. As has been noted, Vampires have the power of compulsion (which can be used to help those cursed by witches). It can also be used to force a sim to forget a memory (if we get memories) or unblock such a compulsion and allow the memory to return. Or make them do something (other than inviting the Vampire in). In addition to no fatigue (as The Sims 3), vampires seldom need to sleep - only being channeled would cause them the need to sleep. (Note: It is actually mystic energy which is being channeled, and it is replenished by sleep.) So vampires never have to sleep for the energy need. Originals have incredible mystic energy attached to them. So much so that an ancestral witch channeling two Originals could overpower the Ancestors themselves - if needed.

    On Ancestral Witches: A witch may channel only one object at a time (in inventory) and as many other individuals (with mystic energy) holding hands with each other and the witch.

    Most things that could potentially kill a sim would have an in-game cure as the Mummy's Curse did in The Sims 3. Because of this, any autonomous action that could kill a sim would have to be limited to sims that are directly controlled by the player.

    On Witches:

    In prior installments, as a witch gained skill in magic, they gained spells (in Sims 3 it was automatic). Here the witch would start with very few starter spells - "Conjure Apple" was a good example of this. Spell acquisition for a played witch sim would not be automatic. The character would have to either find them (doing quests) or get them as quest rewards. They would come in the form of a Spell Tome which when read would add the spell to the witch's list of known spells and the Tome would vanish - like the recipe books in The Sims 3. This feature gives witches more game play depth as it will take time and effort to accumulate all of the spells that the class of witch can utilize. The highest powered spells would include Resurrection (clean of resurrection of a dead sim), Immortality (usable only on the witch also age freezes the witch) - Freya Mikaelson is an immortal witch, and Portal spells.

    There would be ward spells which could be used as obstacles in the adventure sites. They can also be used to protect sims.

    Ancestral Magic - Spell failure would have no other effect than the spell not working.
    Expression Magic - Spell failure could result in damage to the caster or other sims in the area - maybe even death.

    An Ancestral Magic using witch does not have to join a coven, but could not expect to get power from the Ancestors. As alluded to previously, that would not actually be necessary if they are teamed up with an Original.

    This would require three large worlds - one for the Vampires, one for the Witches and one for the Werewolves and a hidden world - the Ancestral World, which would be accessible only through powerful magic. The vampire and witch worlds would be modeled on New Orleans (much like Willow Creek), the Werewolf world would be a bayou.

    We would require 4 neighborhoods for the vampires - 4 Originals (one Original Vampire/Werewolf hybrid, and three Original Vampires - all siblings).

    While the show indicates 9 covens and 12 Werewolf packs, this would need to be paired down for gameplay purposes to 5 each (so 5 neighborhoods for each of these groups).

    While the quest lines are centered on Vampires, Witches and Werewolves - other supernatural lifestates could also be added in CAS to allow the player more freedom of choice.



    Fellow simmers what are your thoughts and suggestions on this potential expansion pack?

    @SimGuruGraham
    @simgurudrake
    @SimGuruPanda
    @SimGuruBChick


    I agree with this expansion pack. I think it would be so fun to have a world added where it's all supernatural. Some may disagree with me, but I'm a huge fan of the idea of shadowhunters and I personally believe that this would be another good addition to the idea of having a supernatural expansion pack.

  • "Master_Steerpike;15083103" wrote:
    "cullencrazy;15029140" wrote:
    i love these ideas so much!



    Thank you.


    I two like these ideas but as a fan of The Originals, would we be able to make hybrids like Klaus and Haley and tribrids like hope?
  • "howsimlish;c-14859455" wrote:
    I prefer my supernatural eps to be more along the lines of the original Makin' Magic, it's own lore and backstories, not copied from popular media.



    Thank you!!
  • SEREFRAS's avatar
    SEREFRAS
    Seasoned Veteran
    I hope they make a world that is more like a combination of Forgotten Hollow & Winderburg with many Lots.