The Disney Princess 10 Gen Challenge!
Welcome to... THE DISNEY PRINCESS 10 GEN CHALLENGE! INFO: This challenge is based on the Disney Princess franchise and movies. Storytellers can follow the original stories or you can just roll with it. Some areas of this challenge ask for gender-specific heir/heiresses, this can be easily changed out if you're playing patriarchy or matriarchy. This challenge follows the original rules of the 10 Generation Legacy - although some rules may vary. This challenge can be completed with only the base game, though some DLC may improve your experience. Update: This challenge has been slightly updated as of February 2025. Please feel free to suggest any further edits to the generations and I will look through these and adjust the rules accordingly. Generation 1: Snow White "I'm wishing for the one I love to find me today" Founders have humble beginnings, so what's better than Snow White? To start, create Snow White. Storytellers may create her as a teenager and make her evil stepmother, but this is not a requirement. When Snow White becomes a young adult, this story begins. - Must be female - Must have 7 children (dwarfs) - Each child must have one negative trait (e.g Gloomy, Glutton) - Each child must have the same baby daddy - Each child must achieve something before their teenage years - this can be achieving the happy infant or toddler trait, achieving a high grade at school, or achieving an aspiration. - Snow may never answer the door to strangers or talk to elderly women Optional extras - each child must age up with at least one positive character trait. Each child must age up with at least 5 milestones. These numbers can be increased if you're looking for more of a challenge. Generation 2: Cinderella "A dream is a wish your heart makes when you're fast asleep" Although you had six brothers and sisters, you always did the cooking and cleaning. Yet, somehow you loved it, as it transported you away from your chaotic home life. When Cinderella becomes a teenager, this story begins. - Must have 'Neat' and 'Foodie' traits - Must clean the house every day and cook every meal - May not marry until her mother dies (This does not have to be of old age, but it may not be cheated) - Have a maximum of 3 children Optional extras - Sneak out of the house during your teenage years. Generation 3: Tiana "The only way to get what you want in this world is through hard work" Your family has barely accomplished anything over the past two generations, and you're here to change that. This story begins when Tiana becomes a YA. - Must have 'Ambitious' trait - Father must die before the end of YA - Must have food Aspiration - Must marry a Sim with green (This can be hair, eyes, skin etc) Optional extras - Tiana must own and run her own restaurant. Create your own food business using various cooking appliances. Generation 4: Aurora "I walked with you once upon a dream" Thanks to your mother's hard work, you have everything you always wanted in life, apart from love. Your father was overprotective of you, and rarely let you out of the house. This story begins when Aurora becomes a YA. - Must have the 'Lazy' trait. - May only have 3 or fewer friends. (Family can count if you wish) - Must meet future spouse at night while parents are asleep - Elope (you can run away if you wish) - Have a maximum of 2 children - (twin girls are preferred if playing Anna or Elsa next) Optional extras - Live in a cottage away from everyone else caring for animals. Generation 5: Anna "We only have each other, it's just you and me" Your sister locked you away and you never knew why. As toddlers, you were the best of friends but now all you have are dreams. When Anna is a child, this story begins. - Lose all contact with your sister until YA - Fall in love with a criminal - Experience near death at the hands of your lover - Find someone new after becoming BFFs with your sister - Marry, have one child Optional extras - Climb Mt. Komorebi in an attempt to save your sister. Host parties to celebrate your sister's coronation. Generation 6: Rapunzel "You were wrong about the world, and you were wrong about me" Your mother never trusted you or the outside world. You never knew of her past, and never wanted to. All you ever got was solitude, but that didn't matter. When Rapunzel is a teenager this story begins - Must have 'Loner' and 'Art Lover' traits - Must reach at least level 8 painting before YA - May only ever leave the house for school - May never have friends until the wedding - Elope - you have no friends anyway, have kids Optional extras - Rapunzel's parents are strict, but otherwise she tends to be estranged from her family and will sneak out past curfew. Generation 7: Belle "People think I'm odd, so I know how it feels to be different" You always loved books and visited the library often. You never cared for looks, just beauty within. Everyone wanted you, but you turned them all down. You wanted to choose your own destiny. When Belle becomes a YA, this story begins. - Must have 'Bookworm' trait - Date at least 5 men - Meet the man of your dreams - an ugly Sim - Marry, have kids - Your spouse becomes beautiful (Changed in CAS) after the firstborn child Optional extras - Belle's spouse is an occult (select based on what packs you have). Belle's dates are blind dates but never go well. Generation 8: Mulan "Could it be, that if I were truly to be myself, I would break my family's heart" Your parents always wanted you to bring fortune back to the family and marry someone of high status, but you didn't dream of love, you dreamed of glory. When Mulan becomes a YA this story begins - Must have 'Active' trait - Must join Astronaut career - Fall in love with a co-worker once you reach the top of the career choice - Marry, have kids Optional extras - Mulan's glory comes in the form of fame, and she quickly rises to fame through her achievements. Generation 9: Jasmine "A whole new world, a hundred thousand things to see" You hated being rich and living like a princess. You find comfort in Raja, but nowhere else. All your father wants is for you to marry rich, but you want a life without riches. When Jasmine becomes a teenager this story begins. - Have a best friend (Raja) - You cannot leave the house unless it is for school - Must marry a poor street rat - Her lover must be in the criminal career - Have a maximum of 4 children Optional extras - Raja must be a pet/horse and reach companions while children. Jasmine is the daughter of someone famous. Generation 10: Merida "If you had the chance to change your fate, would you?" You always wondered why your mother gave up her riches for a poor boy. Your adventures lead you into trouble, and you were nearly always grounded. When Merida becomes a teenager this story begins. - Have the 'Self Assured' trait - Lose your siblings and mother in an unfortunate accident - Seek out a way to change the past but fail - You do not believe in love - never marry - You believe you are cursed - never have children - Grow up alone and regretful (These last three conditions are only in place because it is the last generation. If you wish to continue afterwards then Merida may marry and have kids) Optional extras - Learn horse riding as a means of riding into battle. OPTIONAL GENERATIONS: Generation: Ariel "Someday I'll be part of your world" You've always loved the water and dreamed of becoming a mermaid. Sadly, this never came true but you did find the man of your dreams, and that was good enough. When Ariel becomes a teenager this story begins. - Must have a 'Loves the Outdoors' trait - Must own a pool and swim in it every day - Must marry a beautiful Sim with at least one trait the same as your own - Have kids Optional extras: Ariel is a mermaid occult, and seeks a way to change back into a human. Generation: Pocahontas "You think I'm an ignorant savage, you've been so many places, I guess it must be so." You come from different worlds, yet the love of your life is forbidden by your family. When Pocahontas becomes a teenager this story begins. -Fall in love with a "different" kind of Sim, (e.g a green or blue Sim) -Marry that "different" kind of Sim. -Run away and elope -Have a maximum of 4 kids Optional extras - Pocahontas' different lover could be an occult. Live a simple life off-the-grid or with fresh ingredients only when cooking. Generation: Elsa "Yes I'm alone, but I'm alone and free" Your parents always questioned where your powers came from. You were a quiet type after... the accident. All you wanted was to be alone, unable to harm anyone. When Elsa becomes a teenager, this story begins. - Must have the 'Loner' trait - Must not talk to siblings until YA - Must be different in some way - Run away as a teenager (Storytellers may have her sister find her and bring her home) - Never marry and only have one child (it was an accident, you swear by it) Optional extras - Elsa is a spellcaster who is afraid to use her powers until she has reconnected with her sister. Elsa runs away to the top of Mt Komorebi. Generation: Moana "One day I'll know, how far I'll go" You grew up as the heir to a legacy, born to rule over others; however, you want to explore and see the world. You know your choices make you who you are and you hope that one day they will show you the world. When Moana becomes a teenager, this story begins. - Must have the 'Loves the Outdoors' trait. - Must have 'Curator' aspiration - Must have a close relationship with her Grandmother (who dies before Moana becomes a YA) - Run away from home and meet Maui and become BBFs with him. - Marry and have children Optional extras: Moana must explore Selvadorada while running away from home. Moana is connected to Sulani as a child of the islands. Generation: Raya "The world's broken. You can't trust anyone." You grew up in a divided world, with conflict all around you. You have always believed in the magic of the world and in others until your trust was broken as a child. When Raya becomes a teenager, this story begins. - Must lose her father to an accident - Have a best friend (Tuk Tuk) - Explore the world as a young adult and make friends along the way - Make enemies with a rival but unite in the end (Namaari) restoring trust and friendship in the world - Marry and have children Optional extras: Use the Strangerville story as a way of dividing the world following the gem breaking (If after any generation you wish to end the challenge, you may not have kids. It is entirely up to you. I go by the motto that it's your game, play how you want to play) ___________________________________________________________________________________________________ Happy Simming!3.1MViews14likes3064CommentsBack To The Sims 3!
After years away, I'm finally back playing The Sims 3 😁🤩 I had forgotten how much fun it is to build, creat unique sims, and watch the little chaos unfold. The nostalgia hit me right away, the music, the details... it's like coming home to an old friend. I missed this so much!💖274Views11likes8CommentsBaker Super Sim Family Challenge
I've been addicted to restarting my game over and over and I've been looking for a challenge I can stick with long term, and stop my restart cycle. simgirl1010 Super Sim Family has inspired me to try and stick with one family long term. So, I've taken my very first Sim from the Sims 4 years, and recreated her for a more modern look and feel, and I'm starting her Legacy style. I don't know exactly what rules I'll be following, but my main rule for myself is to just stick with it! We'll see lol. Can this chronic restarter addict be cured? Introducing Annie Baker: (I'll leave pictures in the reply since the attachments don't show up for me.) Annie was raised in a strict home where her creativity was stifled and never really appreciated. She knew she was loved and cared for, but she also knew she had to move far away to become her own person. So Annie sold everything she had, except her aisle and favorite paint brushes, packed some clothes and her trusty water bottle, and bought an enormous plot of land in the countryside. The view would be inspirational, she knew, and she hoped she'd have plenty of room to discover new hobbies, skills, and talents she had always been afraid to dream of.377Views7likes44CommentsShort and Sweet Legacy
Hi, everyone! I've been having some of the most fun playing with my current household and I just wanted to share some of my favorite game play moments in one thread. I gave myself a few rules to make it more realistic, allowing me to change up how I play. Rules: I have to play on short lifespan. If I purchase anything from Build/Buy mode, I have to wait until the next day to actually place it on the lot, or after they come back from traveling to a different lot. The sims have to clean up their own dishes and trash. (No clicking and dragging.) I must play each sim with their traits, skills, likes, and dislikes in mind. (When each decision is based on the sim's character, it gives them so much more life!) THE SUTHERLANDS This is Brynlee. She dabbles in art and works at a studio, but she dreams of becoming a successful actress. She volunteers at the Del Sol Valley local theater where she will be performing on stage for the first time very soon. “The Sol” is the place where many movie stars have launched their careers, and Bryn hopes to be at the top of the A-list! Traits: Outgoing, Active, Self-Absorbed Aspiration: Master Actress Career: Actress She lives with her brother Cole, who just came home from college, and her elderly dad Declan. Cole is trying to figure out which path he wants to take with his tech skills. Traits: Non-Committal, Adventurous, Geek Aspiration: Computer Whiz Career: Freelance Programmer Declan may be a retired explorer, but he’s still finding treasure in his own backyard.703Views7likes39CommentsHarvest Legacy and SuperSim Updates
Pomegranate is her name, and she's known her destiny since she was just a little fruit. Her family legacy is to save seeds, perfect them, and hand them down to future generations. Not that every child in the family will be a Botanist like Pomegranate wants to be, but each child will be in charge of perfecting one plant, and of course Pomegranate's perfect plant is none other than the pomegranate. But first she has to find it. Their family name is Harvest, and their family legacy is as Seed-Savers. Pomegranate is collecting all of the harvestable from the wild that she can possibly find. She doesn't trust the quality of seed packets, so other than a few heirloom seeds (ie. seeds that came in Seasons that can't be found in the worlds), she must find all of her plants in the wild. Pomegranate is on long life span for now, and I plan on starting with Base Game, Seasons, and the Greenhouse Kit. I'll add in packs as I need them to explore and enjoy them each separately. Each child will have a name in line with the seed they are in charge of perfecting and handing down, plus they will be in charge of searching out and finding all new seeds with any additional packs that are added in their life time. Here's to a fresh start and a Legacy of Harvesters.310Views5likes27CommentsWorld Legacy Stories
I started the world legacy in 2019 because I had hard times to play legacy challenges without abandoning them after 3 or 4 generations. So I decided to bend the rules and mix them with rags to riches: What if each generation has to start over, from scratch in another world and use skills and systems implemented in the pack, in which the world comes from, to succeed in their lives? I'm now at my 18th Generation and it's still going. I have no real rules but I set goals for each generation so I could balance storyline and goal-oriented challenge. Current Family Tree: Generation 1 to 18 goals and backstories: Legacy Heirs: Update: gen 20 storyline template is added😊914Views5likes15CommentsDecades Challenge
I've just started making and playing my decades challenge on youtube and the rules are too long for the description box. I figured here would be the perfect place to put them so I can link to them. It's still a work in progress (particularly the last 3 decades), but here goes. You start in the 1890's (I downloaded a bunch of appropriate clothing just to add to the feel) and I wanted to show the changing world in real time, which means the challenge starts out with some limits to marriage in regards to race and gender. You can totally choose to ignore those and any other rules, these are just the things I am playing with. Each new decade starts with the children growing into young adults (or teens if you prefer) 1890’s May only marry within their ethnicity May only marry and have a relationship with opposite gender Outside toilets No electricity (Lighting is a problem here, use candles or lanterns) Must always ‘try for a baby’ no just woohooing Girls born may only have the creativity bonus Women take care of the children and tidy the house, may help garden Female children may only move out once married. Male heirs only, if there are no boys, a married girl's husband may inherit Wooden furniture only (No upholstered beds only quilts and blankets) Old fashioned stove and fridge (I downloaded a pantry item to help with the aesthetics) No showers only bathtubs No jobs, money made through gardening, painting or woodworking Wooden walls and floors House must only be decorated with impressionist or classic paintings (Must have a cow plant ready for the 1910’s so start now) 1900’s Indoor plumbing (Still no showers) Electric lighting allowed Upholstery allowed Wallpaper allowed Phonograph music player allowed Jobs allowed (males only) Business career to level 6 Culinary to level 5 Entertainer – musician branch full career open 1910’s war years Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood (Assuming they have been to war and have suffered trauma) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Carpets allowed Painted walls allowed Men that marry the female children must also ‘go to war’ (Allowed one chance to have a baby first) Jobs (Male only) Business – Management branch Culinary – Chef branch Entertainer – Musician branch Painter – both branches 1920’s Womens rights Women can be chosen to inherit Women can work as a painter or musician until Children arrive Careers opened Criminal (bootleggers) – Boss branch Culinary (bootleggers) – Mixologist branch 1930’s Great depression Anyone in a career loses their job and must make money by scavenging through the neighbourhood for 2 weeks of game time Careers lost (business) Bills may only be paid after the electricity has been cut off (Water too if you want a harder version) All sims reaching adulthood in this era must take one of the following traits: Gloomy Noncommital Mean 1940’s WWII Male children ‘go off to war’ at adulthood (feed to cowplant, randomise through dice rolling - odds die, evens survive) Male children must take one of the following characteristics at adulthood(Assuming they have been to war) Gloomy Hot headed Clumsy Insane Lazy Squeamish Mean Noncommital Men of the family cannot work until they transition from young adulthood to adulthood (You may wish to move them to a separate household until this happens, then invite them over once a week to simulate wartime leave) Women must now work in one of the following careers: Athlete – Body builder career (Working as a health advisor to the government) Painter – Master of the real (Working as a propaganda minister) Culinary – Mixologist (Working as a pub landlady) Chef (Minister for food/agriculture) Entertainer – Either (Entertaining the troops) Every house must now own a radio and someone must listen for one hour a day Every house must have a garden (Dig for victory) One hot cooked meal per person per day, all other hunger must be dealt with produce from the garden 1950’s Korean war First male child gets conscripted, first female child becomes a volunteer nurse, both get fed to the cowplant at adulthood after choosing one of the war characteristics from the 1st and second world war Cheapest TV Available – only shows programmes from 6-10am and 6-12pm Cheapest pc available – Only used for writing Athlete – professional Branch available Writing career available House can be decorated with popart Showers allowed 1960’s sexual revolution and civil rights era Birth control! You no longer need to try for a baby with each woohoo Astronaut career available Secret agent career available Marriage available regardless of ethnicity Homosexual relationships allowed Better TV’s allowed (No Wall mounted flat screens) (time restrictions still apply) You may take time off for the birth of your baby 1970’s End of the vietnam war First two children (Of either gender) are sent to war (cowplant) as conscripts or volunteer nurses and must take a survivor trait First microprocessor allows 2nd tier computer to be used for gaming and writing only Environmentalist movement – Every child born must have one of the following: Active Self assured Loves outdoors Outgoing 1980’s All computers available for writing and playing games only Yuppie era – Every child born must have one of the following traits: Self assured Foodie Ambitious Materialistic Snob One person in the family must have a business/investor career TV time restrictions 6am – 2am You are allowed to go camping 1990’s – Internet! Computers have no restrictions! You are allowed to use your mobile phones! When the first child turns from a child into a teen your family become Y2k disaster preppers You must build a safe house on your property using the cheapest furniture and you must stay in there three days before your oldest teens birthday, no children etc are allowed to go to school 2000’s – Climate change All careers open Dad’s may take leave for the birth of their baby Flatscreens allowed 2010’s Gay marriage allowed996KViews5likes325CommentsThe Evergreen Legacy: A Sims Through The Ages Challenge by Lizzielilyy
Hi! Welcome to my latest story: The Evergreen Legacy. Based on my Sims Through The Ages Challenge, each generation is dedicated to a pack. Update 3rd October 2025: The Evergreen Legacy is officially a complete legacy story. There will be no new updates. Over time you will spot additions like summaries of the Generations for catching up/refreshing potential celebrations for anniversaries but the story has come to an end. Thank you for your support and to new readers, enjoy! Aurora Evergreen moved to Sunset Valley on her 18th birthday by order of her mother. She was reared with one goal in mind: The Mission. Follow her story as she infiltrates the media and the great families of Sunset Valley with a view to exposing the scandal that exiled her family. Will she reclaim her family’s name and the wealth they are owed? Or will she unearth secrets that put her at odds with the very people who set her on this path? Generation One: Aurora Evergreen (Base Game) Generation Two: Blair Evergreen (World Adventures) Generation Three: Francesca Evergreen (Ambitions) Generation Four: Hattie Evergreen (Late Night) Generation Five: Kressida Evergreen (Generations) Generation Six: Persephone Evergreen (Pets) Generation Seven: Winnie Evergreen (Showtime) Generation Eight: Andromeda Evergreen (Supernatural) Generation Nine: Quinn Evergreen (Seasons) Generation Ten: Hunter Evergreen (University Life)5.4KViews5likes202CommentsThe Witch's Tale
Rebecca Keller (New Arrival on the Way) When Rebecca figured out she was pregnant, a sudden rush of misery washed over her. It wasn't the thought having a child that bothered her, but the fact she was going to have to inform the father and her family. She didn't know exactly what the father would think, other than it would be mighty inconvenient considering his occupation and lifestyle. As far as her family was concerned, it would just be another reason to retread their previous disapproval with a new subject. Rebecca called the father with the news, and the call went a lot like she had expected. He struggled with the idea and had a hard time finding words, but Rebecca didn't fault him for that because she had just dropped a bomb on him. He assured her that he was a stand-up kind of guy, and she knew he was ... She just didn't think that was the appropriate way to handle their somewhat brief relationship. After about an hour-long conversation that consisted more of excruciatingly long pauses, interrupted by bursts of ideas and healthy dose of moral aptitude ... They both started to understand that the issue was something that couldn't be fixed right then or over the phone. Hasty decisions were what got them in this mess and were most likely not the solution out of it. Rebecca assured him that things would be okay with the child and that she was more than prepared to handle whatever was necessary. She promised him she would keep in touch and let him know what was happening ... But that he would have to settle for some photos or a video until they had a better chance to figure things out. The phone call with her parents didn't go much better, but to be honest she felt a lot easier during it than the previous one. Her parents, and her sister Marcy were going to think whatever they wanted to think and say whatever they felt the need to say, but none of it was their decision and she was only telling them as a courtesy. Following all the fairly uncomfortable events of the evening, Rebecca went to the one thing that always helped her find her way. She went downstairs, adjusted the settings on the weight machine, and started pumping iron. The cadence of the reps, her breathing ... They pushed back the anxiety as perspiration melted her frustrations. Rebecca started thinking about the child and what she wanted for it, as well as how she was preparing herself to 'Part the Red Sea' if necessary for the little one on the way. Everyone else could be whatever they felt the need to be ... But she was going to the rock that child's life would be built on ... No regrets and no turning back. Happy Simming ... 💖329Views5likes17Comments