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mightyspritesims
4 years agoSeasoned Hotshot
I am playing my current legacy with the rule set at simslegacychallenge.com, with a couple of tweaks here and there. I like that set of challenges and limitations. That's part of why I like normal life span and aging on, too. I am not using the score-keeping features as keeping score wouldn't be fun for me and I'm not competing against anyone.
I decided at the beginning that inheritance would be trait-based (the Exemplar option in the rules), so whoever has Loves Outdoors and is the eldest is the heir, and the others either move out or continue to share the lot. If no one loves the outdoors, then it's just the eldest, and they have to either put up with living in a giant garden with semi-outdoor structures or else totally renovate the lot :)
Old tabletop RPG player here-- I tend to try to get skills, career level and aspirations to fit the strengths and weaknesses and interests of each character, rather than just trying to max everything for everybody. Normal lifespan with aging on is a good check for that. I don't want to be playing the same supersims over and over again for 10 generations, I want them to vary and struggle sometimes and I also want to be able to explore different sides of the game with different sims.
I don't know if I'll play strictly with this ruleset again, after finishing the current challenge. You can't play it rotationally, which makes things easier for a newer player, but cuts out a number of interesting options for game play. Being on one lot for 10 generations has its pros and cons: it can get boring but it's also a nice built-in motive to do some building every generation or two to keep things interesting and to customize the place for each generation's unique qualities.
The simslegacychallenge.com trait generator is cool-- it takes the traits of both parents into account when generating child traits, but there's still some randomness. I really like this because it chooses things for me that I might not ever think of, but it isn't purely random and makes it feel as if genetics play a role in personality too. I'll probably keep on using the trait generator in future games.
I've been playing for one season/sim-week at a time, then taking a little time to sort through screenshots and make a post about that season. The events of that season, both planned and unplanned, help me think of where I want to take the story in the next season. I don't usually imagine more than one season ahead although once in a while I get an idea.
I decided at the beginning that inheritance would be trait-based (the Exemplar option in the rules), so whoever has Loves Outdoors and is the eldest is the heir, and the others either move out or continue to share the lot. If no one loves the outdoors, then it's just the eldest, and they have to either put up with living in a giant garden with semi-outdoor structures or else totally renovate the lot :)
Old tabletop RPG player here-- I tend to try to get skills, career level and aspirations to fit the strengths and weaknesses and interests of each character, rather than just trying to max everything for everybody. Normal lifespan with aging on is a good check for that. I don't want to be playing the same supersims over and over again for 10 generations, I want them to vary and struggle sometimes and I also want to be able to explore different sides of the game with different sims.
I don't know if I'll play strictly with this ruleset again, after finishing the current challenge. You can't play it rotationally, which makes things easier for a newer player, but cuts out a number of interesting options for game play. Being on one lot for 10 generations has its pros and cons: it can get boring but it's also a nice built-in motive to do some building every generation or two to keep things interesting and to customize the place for each generation's unique qualities.
The simslegacychallenge.com trait generator is cool-- it takes the traits of both parents into account when generating child traits, but there's still some randomness. I really like this because it chooses things for me that I might not ever think of, but it isn't purely random and makes it feel as if genetics play a role in personality too. I'll probably keep on using the trait generator in future games.
I've been playing for one season/sim-week at a time, then taking a little time to sort through screenshots and make a post about that season. The events of that season, both planned and unplanned, help me think of where I want to take the story in the next season. I don't usually imagine more than one season ahead although once in a while I get an idea.
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