Forum Discussion
7 years ago
I'd like a super detailed witches GP, but now that I think of it, it might be better to put them in an EP together with werewolves and maybe fairies as well.
When you consider that, while vamps are super detailed, they barely compare with how much work would have to be put into witches - multitudes of spells, potions, ingredients and power sources, energy, interactions with other occults (vamps) etc, not even to mention customization in CAS. Then you realize witches will need a new world, but vamps only had a tiny 5-lot world. Yep, witches won't fit into a GP.
Then you have to consider that vamps and witches are the most requested occults. Simmers will actually buy packs dedicated to them. Although werewolves, fairies etc are requested, EA would lose a lot of money if they made special GPs for them, which means that we likely will never get werewolves and fairies if they are not sneaked into another EP (which is unlikely, honestly).
So, the solution is an EP that focuses heavily on witches, but also includes werewolves and maybe fairies. I'd honestly rather have the pack only focus on witches and werewolves, though, bc then these two states would be more fleshed out and they have more things in common, genre-wise. They are both Gothic, which makes them mesh aesthetically, and they both rely on the lunar cycle (energy source for big spells).
If you watched Vampire Diaries, you'd agree that witches are the most powerful occults. All other occults come to them for help. As such, witches and their magic are highly regarded. Witches, magic and alchemy would be the focus of the pack. However, it will also put emphasis on the relationships between all the occults so as to make the supernatural world feel more integrated and important.
Note on Werewolves
Werewolves should get some love as well. TS3 did them bad by ridiculing them and not giving them much power at all. Werewolves should be "dangerous" to sims, ex. eating their clothes (which makes sims pass out from shock). Werewolves should get cool purchasable perks. Just do some research about werewolf folklore and there should be awesome ideas to flesh them out and give them the dangerous and mysterious aspect they should have. Vampires don't really harm sims, but they still hunt and drink from them. Werewolves should be able to do the same - just by eating instead of drinking.
Relationships:
Werewolves
Werewolves can form packs, become alphas, hunt sims (to eat their clothes), hunt collectables.
Werewolves and Witches
Witches can help werewolves by making them potions and casting spells. Witches can drain werewolves of their perks. Werewolves can help witches by easily finding ingredients for spells and potions.
Vampires and Werewolves
Werewolves and vamps will feud and brawl. A werewolf bite during the full moon makes a vampire super sick and has a 50/50 chance of curing its vampirism.
Witches
Witches can duel, form covens, cast spells with up to 3 witches to provide enough energy for a big spell, backup their powers in a special book, drain other witches of their power if they are powerful enough and the other witch can't fight back, bond a familiar (if Pets is installed), temporarily turn sims into frogs (the frog collectable that can be dragged into the inventory - sims can be kidnapped and trapped this way :wink: )
Vampires and Witches
Witches can make vampire-specific potions and spells using the herbs in the vamp pack. A witch can curse a normal sim with an immortality curse, which turns the sim into a vampire. Witches can drain a vampire of its powers, if the witch is powerful enough and has the necessary ingredients/items in his/her inventory.
Aliens
Aliens are not part of the human sim world and are thus still strange to other occults. However, witches can use space rocks and gems that aliens give to them as power sources and in a special spell or two.
The main thing is that occults should feel mysterious and connected. Normal sims are boring playthings. Give occults a sense of exclusivity.
Witches and werewolves should, like vampires, have perks and flaws that are purchased as they power up.
I'd like some cunning and trickery in this pack so supernaturals have more mystery.
Examples:
Witches:
A sim asks for a love potion, but now they have a creepy stalker. A werewolf asks for the ability to predict the future, but predicts things like "a sim will slap you today", which comes true randomly. (If trickery isn't involved, a sim might predict that they will win the lottery, that they'll find a great collectable or that a beautiful sim will flirt with them etc.)
Of course, your sim won't always be deceived when bargaining with a witch, as it often depends on the witch's reputation (cunning/evil/good etc).
A witch might trick your sim into giving them an ingredient for a potion or spell. Ex: Prompt "What's that over there?" Option "look"/"don't look". Looking allows the witch to steal a lock of her etc.
Werewolves:
Might trick your sim by asking them on a date, to take a walk with them or help them with something, but then just attacks your sim and eats their clothes.
Vampires:
Might trick your sim the same way as werewolves, but only to compel them for a drink.
Magic School
It would be fun if a little magic secret magic school is included where any occult sim can learn spells and alchemy. It could be the only lot in a secret neighbourhood. This neighbourhood would be common knowledge for occult sims (new occults will be notified of its existence shortly after turning) and be unlocked by doing something to the wall of a dead end street (only occult sims have access to it). The public space contains some stalls with magic items and some ingredients for potions for sale.
Then, towering over the square, is the massive Hogwarts-themed special lot castle. It has a library section for sims to learn things by reading, a dueling area where sims practice dueling, an alchemy area to practice making potions and a lecture hall where NPC professors give lectures. Of course, it would also contain hostel rooms and such so players can pretend that they are full-time students. This lot will usually be busy, even at night, so it will always feel alive. The NPC teachers sleep in their own quarters on the lot as well!
A big dining hall can also be included where fun festival-type occasions are held every now and then. Occult sims with magic or alchemy skill might be invited to attend (like how sims are notified of CL festivals, but more specific). Occasions may include: dueling competitions, potion brewing competitions and a Supernatural Ball.
Fun additions to the lot: a magic garden maze, statues that move at night, teleporting gnomes, a secret basement with a giant snake statue and pool, a ghost in the bathrooms etc.
So yeah, that would be fun ^_^
When you consider that, while vamps are super detailed, they barely compare with how much work would have to be put into witches - multitudes of spells, potions, ingredients and power sources, energy, interactions with other occults (vamps) etc, not even to mention customization in CAS. Then you realize witches will need a new world, but vamps only had a tiny 5-lot world. Yep, witches won't fit into a GP.
Then you have to consider that vamps and witches are the most requested occults. Simmers will actually buy packs dedicated to them. Although werewolves, fairies etc are requested, EA would lose a lot of money if they made special GPs for them, which means that we likely will never get werewolves and fairies if they are not sneaked into another EP (which is unlikely, honestly).
So, the solution is an EP that focuses heavily on witches, but also includes werewolves and maybe fairies. I'd honestly rather have the pack only focus on witches and werewolves, though, bc then these two states would be more fleshed out and they have more things in common, genre-wise. They are both Gothic, which makes them mesh aesthetically, and they both rely on the lunar cycle (energy source for big spells).
If you watched Vampire Diaries, you'd agree that witches are the most powerful occults. All other occults come to them for help. As such, witches and their magic are highly regarded. Witches, magic and alchemy would be the focus of the pack. However, it will also put emphasis on the relationships between all the occults so as to make the supernatural world feel more integrated and important.
Note on Werewolves
Werewolves should get some love as well. TS3 did them bad by ridiculing them and not giving them much power at all. Werewolves should be "dangerous" to sims, ex. eating their clothes (which makes sims pass out from shock). Werewolves should get cool purchasable perks. Just do some research about werewolf folklore and there should be awesome ideas to flesh them out and give them the dangerous and mysterious aspect they should have. Vampires don't really harm sims, but they still hunt and drink from them. Werewolves should be able to do the same - just by eating instead of drinking.
Relationships:
Werewolves
Werewolves can form packs, become alphas, hunt sims (to eat their clothes), hunt collectables.
Werewolves and Witches
Witches can help werewolves by making them potions and casting spells. Witches can drain werewolves of their perks. Werewolves can help witches by easily finding ingredients for spells and potions.
Vampires and Werewolves
Werewolves and vamps will feud and brawl. A werewolf bite during the full moon makes a vampire super sick and has a 50/50 chance of curing its vampirism.
Witches
Witches can duel, form covens, cast spells with up to 3 witches to provide enough energy for a big spell, backup their powers in a special book, drain other witches of their power if they are powerful enough and the other witch can't fight back, bond a familiar (if Pets is installed), temporarily turn sims into frogs (the frog collectable that can be dragged into the inventory - sims can be kidnapped and trapped this way :wink: )
Vampires and Witches
Witches can make vampire-specific potions and spells using the herbs in the vamp pack. A witch can curse a normal sim with an immortality curse, which turns the sim into a vampire. Witches can drain a vampire of its powers, if the witch is powerful enough and has the necessary ingredients/items in his/her inventory.
Aliens
Aliens are not part of the human sim world and are thus still strange to other occults. However, witches can use space rocks and gems that aliens give to them as power sources and in a special spell or two.
The main thing is that occults should feel mysterious and connected. Normal sims are boring playthings. Give occults a sense of exclusivity.
Witches and werewolves should, like vampires, have perks and flaws that are purchased as they power up.
I'd like some cunning and trickery in this pack so supernaturals have more mystery.
Examples:
Witches:
A sim asks for a love potion, but now they have a creepy stalker. A werewolf asks for the ability to predict the future, but predicts things like "a sim will slap you today", which comes true randomly. (If trickery isn't involved, a sim might predict that they will win the lottery, that they'll find a great collectable or that a beautiful sim will flirt with them etc.)
Of course, your sim won't always be deceived when bargaining with a witch, as it often depends on the witch's reputation (cunning/evil/good etc).
A witch might trick your sim into giving them an ingredient for a potion or spell. Ex: Prompt "What's that over there?" Option "look"/"don't look". Looking allows the witch to steal a lock of her etc.
Werewolves:
Might trick your sim by asking them on a date, to take a walk with them or help them with something, but then just attacks your sim and eats their clothes.
Vampires:
Might trick your sim the same way as werewolves, but only to compel them for a drink.
Magic School
It would be fun if a little magic secret magic school is included where any occult sim can learn spells and alchemy. It could be the only lot in a secret neighbourhood. This neighbourhood would be common knowledge for occult sims (new occults will be notified of its existence shortly after turning) and be unlocked by doing something to the wall of a dead end street (only occult sims have access to it). The public space contains some stalls with magic items and some ingredients for potions for sale.
Then, towering over the square, is the massive Hogwarts-themed special lot castle. It has a library section for sims to learn things by reading, a dueling area where sims practice dueling, an alchemy area to practice making potions and a lecture hall where NPC professors give lectures. Of course, it would also contain hostel rooms and such so players can pretend that they are full-time students. This lot will usually be busy, even at night, so it will always feel alive. The NPC teachers sleep in their own quarters on the lot as well!
A big dining hall can also be included where fun festival-type occasions are held every now and then. Occult sims with magic or alchemy skill might be invited to attend (like how sims are notified of CL festivals, but more specific). Occasions may include: dueling competitions, potion brewing competitions and a Supernatural Ball.
Fun additions to the lot: a magic garden maze, statues that move at night, teleporting gnomes, a secret basement with a giant snake statue and pool, a ghost in the bathrooms etc.
So yeah, that would be fun ^_^
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