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The Neopet Nostalgia Crawl (Chapters 3+4)
For chapters 1+2, click here!
By: Tigger89
Chapter 3 - Rainbows and Random Events Based on updates from Year 2, February-May
3.1) Another day, another new set of neopet species. Write for 6 minutes, one minute for each new species, as you notice all the Acaras(can swim), Blumaroos, Peophins(can swim), Quiggles, Shoyrus(can fly), and Zafaras scampering around.
3.2) Something happened! Roll a die to determine what, and consult their descriptions at the end of the chapter. If you find yourself low on NP, don’t forget about playing games! 1 - Your pets are bored 2 - Your pets are hungry 3 - A pet is feeling sick 4 - Gain/lose neopoints 5 - You find a paint brush 6 - You find a treasure map
3.3) Well, that was exciting! But it’s time to get going. Write for 5 minutes at your own pace as you walk to the town square.
3.4) There seems to be some kind of gathering. As you push through the crowd of people, you see that they’re crowding around an ordinary well. Write 250 words as you ask around to figure out what’s up.
3.5) Apparently, this is a wishing well. If you toss 1 NP inside and ask for something, it might just appear out of the sky! What do you ask for? Something to eat - if you can write 200 words without using the backspace key, you’ll recieve a whole pizza. That’s enough food for six meals! A treasure map - if you can sprint 300 words in less than 10 minutes, you’ll recieve a treasure map. Follow the instructions in Random Event #6 below to complete your map. A paint brush - if you can write steadily for 10 minutes without taking any breaks, you’ll recieve a random paint brush from the list in Random Event #5 below. Something mysterious - if you can complete a 3-digit challenge, you’ll recieve a strange object called a codestone. I wonder what this could be for? For those not familiar, a 3-digit challenge is when you take the last 3 digits in your current wordcount, and write that many(001-999) words. Nothing - you can’t think of anything you need. Write 500 words as you walk away. However, good fortune follows you; you may retry a challenge or die roll once, in an attempt to obtain a more favorable result. This ability may be used once, and expires at the end of chapter 4 if not used.
3.6) Whether you got something or not, that was fun. Write 100 words at your own pace as you wander through the crowds.
3.7) Suddenly, your feet are wet! Backing up, you realize you walked straight into a puddle that’s swirling with many colors and patterns. Write for 2 minutes as you look around and try to find the source of this unexpected wetness.
3.8) You discover a wondrous pool filled with shimmering, ever-changing colors. A rainbow emerges from the pool, stretching into the distance. Write 200 words as you observe pets and their owners splashing in the waters, some lucky few using paint brushes to change the color of their pets! Much like playing games, you may come to the Rainbow Pool to paint your pets different colors at any time, provided you have a paint brush in your inventory. In order to paint your pet a new color, you must write for 5 minutes. The paint brush will be consumed by this action. You can also sell any unwanted paint brushes to other Neopians for 1,000 NP each, provided you write 100 words as you negotiate each sale.
3.9) Whether your pets are the same color they started today off as or not, you’ve all had fun. Write 300 words as you head back home, ready to get some good sleep.
Random Event #1: Your pets are bored Your neopets won’t do anything at all until you entertain them! You will need to play with each of your pets, using a toy in your inventory. For each pet, write for 2 minutes as you play with them and roll a six-sided die. If you roll a 1, or if you are playing with a Grarrl or a Skeith and roll any number, the toy will break and you will need to purchase a new one if you have pets remaining. Toys cost 400 NP each. If you can’t afford a toy, you may write for 5 minutes for each pet who hasn’t played as you search for something fun - and free! - to do.
Random Event #2: Your pets are hungry All of your pets are starving! You’ll need to get some food in them, quick. Write 100 words for each pet you own. You will also need food for each pet, which will cost 400 NP for each food item if you don’t have any in your inventory already. Fortunately, if you have a Grarrl or a Skeith, they can eat anything and you don’t have to worry about paying for them. If you can’t afford any food items, you may write 50 additional words for each pet who hasn’t eaten in lieu of purchasing food, as you stand in line at the soup kitchen.
Random Event #3: A pet is feeling sick Oh no, one of your pets is feeling under the weather! Randomly determine which, if you have multiple pets. Sprint for 2 minutes as you rush to the hospital, then write 250 words as you visit the pharmacy for a cure.
Random Event #4: Gain/lose neopoints Participate in a 5-minute word war. If you won - You find a small pounch of NP equal to double the number of words you just wrote! If you lost - As you reach into your pocket, you find a hole in it. You lose a number of NP equal to double the number of words you just wrote!
Random Event #5: You find a paint brush You’re walking along and suddenly you trip over a handle. Something is stuck in the ground! Write 300 words as you pull it out, revealing a wondrous paint brush! Randomly determine(random.org, or through creative use of your die) which you recieve: 1 - Blue 2 - Glowing 3 - Green 4 - Invisible 5 - Purple 6 - Rainbow 7 - Red 8 - Silver 9 - Split 10 - White 11 - Yellow
Random Event #6: You find a treasure map Suddenly, you notice something stuck to your shoe! Peeling it off, you realize it’s a map. As you follow the map, participate in a 10-minute word war. If you won - You find a chest at the end with a number of NP equal to triple the number of words you just wrote, three Neopian food items of your choice, and a paintbrush(randomly determine the type)! If you lost - You find a chest that’s been plundered. There’s no telling what wondrous loot it might have once contained, but all that’s left is a number of NP equal to the number of words you just wrote and three Neopian food items of your choice.
Chapter 4 - Games of Chance Based on updates from Year 2, June-July
4.1) Another day, another issue of the Neopian Times. You notice four new species are available for adoption now: Cybunny, Mynci, Poogle, and Techo. Write for 4 minutes as you read about them.
4.2) You also read that the Neopian Stock Market is opening for business. Write 200 words as you look over your purchasing options. You can buy stock in one company, and the number of shares are up to you. You also have the option to buy nothing. You will earn dividends and have the option to sell owned stock at the start of every chapter, but this is the only chapter you may purchase in. Don’t forget to write down how many shares you purchased and their value! Buy FAER(Faerie Clothing Ltd.) - currently trading at 80 NP per share Buy HELT(Health Frog Groceries) - currently trading at 40 NP per share Buy KSON(Kacheek and Sons Landscaping) - currently trading at 20 NP per share Buy TSRC(The Shoyru Company) - currently trading at 60 NP per share
4.3) Heading out onto the street, you notice a crowd gathered around a Blumaroo behind a table. Write for 2 minutes as you approach to see what’s going on.
4.4) Everyone is playing a new game called Dice-A-Roo! The game is simple. You roll a colored die and follow the instructions, which could add NP or items to the pot, advance to to the next die color, or even end your game! Each roll of a die will add 10 words to your total. The game ends when either you choose to walk away before rolling - in which case you earn whatever’s in the pot - or roll game over. In both cases, don’t forget to write as many words as you rolled. Start with the Red die.
Red Die: 1 - Game over 2 - Remove 1 NP from the pot 3 - Remove 3 NP from the pot 4 - Add 2 NP to the pot 5 - Add 4 NP to the pot 6 - Advance to the Blue Die
Blue Die: 1 - Game over 2 - Remove 5 NP from the pot 3 - Remove 10 NP from the pot 4 - Add 10 NP to the pot 5 - Add 15 NP to the pot 6 - Advance to the Green Die
Green Die: 1 - Game over 2 - Remove 25 NP from the pot 3 - Add 50 NP to the pot 4 - Win a toy item, even if you get game over. 5 - Win a food item, even if you get game over. 6 - Advance to the Yellow Die
Yellow Die: 1 - Game over 2 - Remove 50 NP from the pot 3 - Add 100 NP to the pot 4 - Nothing happens 5 - Random Event happens(see the bottom of the chapter for a list) 6 - Advance to the Silver Die
Silver Die: 1 - Game over 2 - Remove 250 NP from the pot 3 - Add 500 NP to the pot 4 - Nothing happens 5 - Win a random paintbrush, even if you get game over. 6 - Jackpot!!! Win a number of NP equal to the last four digits of your word count, even if you get game over.
4.5) Well, that was exciting! Or maybe infurating, depending on your luck. As you walk away from the crowd, a Silver Aisha beckons you over to a dark alley. Sprint 100 words as you, perhaps foolishly, follow them.
4.6) As soon as you’re hidden from view, they challenge your pet to a race: from here all the way around the magic shop and back. If your pet can beat them, they’ll get a very special prize. And even if they don’t, they’ll get a prize anyway. You agree, seeing no real way to lose here. Write as fast as you can for 10 minutes as your pet races the Aisha. If you write 600 words or more - your pet beats the Aisha, and they hand you a Super Nerkmid. If you write 300 words or more - the Aisha beats your pet, but the Aisha congratulates the effort as they hand you an Average Nerkmid. If you write fewer than 300 words - your pet comes in some time after the Aisha, and they wish you better luck next time as they hand you a Lesser Nerkmid.
4.7) Before the Aisha takes their leave, they whisper an address in your ear: 4711 Neopia Way. Write for 2 minutes as you search for this address.
4.8) You locate what seems to be an abandoned apartment over a bustling laundromat. Heading up the stairs, you find the door unlocked. Inside is a machine the likes of which you’ve never seen, with levers, buttons and dials sticking out all over. A blue sign with flashing lights advertises this as the “nosh-o-matic”. A star-shaped slot at the top of the machine reminds you strongly of a certain object you just recently acquired. Write 50 words as you insert the Nerkmid.
4.9) Three buttons light up at the top of the machine. Do you: Press the 1 button - Write 50 words and add 1 to your score. Press the 2 button - Write for 1 minute and add 2 to your score. Press the 3 button - Write for 2 minutes and add 3 to your score.
4.10) A lever shoots out of a slot in the left side of the machine. Do you: Move it up - Write 100 words and add 3 to your score. Move it down - Write for 2 minutes and add 1 to your score. Leave it the way it is - Do nothing and add 2 to your score.
4.11) A dial on the bottom of the machine lights up. Do you: Point it up - Write 50 words and add 2 to your score. Point it right - Write 100 words and add 3 to your score. Point it down - Write for 1 minute and add 0 to your score. Point it left - Write 25 words and add 1 to your score.
4.12) Three buttons in the center of the machine light up. Do you: Press the green button - Write for 1 minute and add 1 to your score. Press the blue button - Write 150 words and add 3 to your score. Press the red button - Write for 2 minutes and add 2 to your score.
4.13) The machine chugs and whirs before spitting out your food! Total up the points you earned in the last four steps above, and write 100 words as you check to see what you purchased. If you used a Lesser Nerkmid and scored 7-8: Congratulations, you’ve earned a gourmet food item of your choice! If you used a Lesser Nerkmid and scored anything else: Ew, you’ve earned a gross food item of your choice! If you used an Average Nerkmid and scored 6-9: Congratulations, you’ve earned a gourmet food item of your choice! If you used an Average Nerkmid and scored anything else: Wow, it’s a new toy of your choice! Hey wait, this isn’t food. Who stocked this machine, a Grarrl? If you used a Super Nerkmid and scored 5-10: Congratulations, you’ve earned a gourmet food item of your choice! If you used a Super Nerkmid and scored anything else: A paintbrush in a random color pops out of the machine. Wait, don’t eat that! Use it at the Rainbow Pool, instead. Note: if a pet eats a gourmet food item, record that in your notes. They might be eligible for special opportunities!
4.14) What a day! Write for 5 minutes as you return to your room, ready to get some much-needed rest.
Random Events List: (roll a 6-sided die)
Random Event #1: Your pets are bored Your neopets won’t do anything at all until you entertain them! You will need to play with each of your pets, using a toy in your inventory. For each pet, write for 2 minutes as you play with them and roll a six-sided die. If you roll a 1, or if you are playing with a Grarrl or a Skeith and roll any number, the toy will break and you will need to purchase a new one if you have pets remaining. Toys cost 400 NP each. If you can’t afford a toy, you may write for 5 minutes for each pet who hasn’t played as you search for something fun - and free! - to do.
Random Event #2: Your pets are hungry All of your pets are starving! You’ll need to get some food in them, quick. Write 100 words for each pet you own. You will also need food for each pet, which will cost 400 NP for each food item if you don’t have any in your inventory already. Fortunately, if you have a Grarrl or a Skeith, they can eat anything and you don’t have to worry about paying for them. If you can’t afford any food items, you may write 50 additional words for each pet who hasn’t eaten in lieu of purchasing food, as you stand in line at the soup kitchen.
Random Event #3: A pet is feeling sick Oh no, one of your pets is feeling under the weather! Randomly determine which, if you have multiple pets. Sprint for 2 minutes as you rush to the hospital, then write 250 words as you visit the pharmacy for a cure.
Random Event #4: Gain/lose neopoints Participate in a 5-minute word war. If you won - You find a small pounch of NP equal to double the number of words you just wrote! If you lost - As you reach into your pocket, you find a hole in it. You lose a number of NP equal to double the number of words you just wrote!
Random Event #5: You find a paint brush You’re walking along and suddenly you trip over a handle. Something is stuck in the ground! Write 300 words as you pull it out, revealing a wondrous paint brush! Randomly determine(random.org, or through creative use of your die) which you recieve: 1 - Blue 2 - Glowing 3 - Green 4 - Invisible 5 - Purple 6 - Rainbow 7 - Red 8 - Silver 9 - Split 10 - White 11 - Yellow
Random Event #6: You find a treasure map Suddenly, you notice something stuck to your shoe! Peeling it off, you realize it’s a map. As you follow the map, participate in a 10-minute word war. If you won - You find a chest at the end with a number of NP equal to triple the number of words you just wrote, three Neopian food items of your choice, and a paintbrush(randomly determine the type)! If you lost - You find a chest that’s been plundered. There’s no telling what wondrous loot it might have once contained, but all that’s left is a number of NP equal to the number of words you just wrote and three Neopian food items of your choice.
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Random Legacy Challenge
Hey! Do you love surprises? Do you crave a mix of heartwarming family moments AND chaotic drama? If you’re tired of your legacy families falling into the same patterns, the Random Legacy Challenge could bring a breath of new life into your game.
IT WAS MADE BY tigger89 from modthesims in 2017, but unfortunately to my knowledge, hasn’t been updated in years. So this is my hope of bringing it back with updates! Will your heir be a struggling artist living in a crowded apartment with six kids or a wealthy socialite with a secret double life? The possibilities are endless, and the chaos is guaranteed.
The Random Legacy Challenge is a 10-generation legacy-style challenge which is defined by its randomly-generated parameters governing careers, types of marriage/household, number of children, and a generational goal that each generation must follow. No two Random Legacies are ever the same, and even the luckiest rolls are impossible to plan for more than a generation in advance, due to the fact that each new generation's rolls are only calculated as that generation is born. READ ABOUT THE CHALLENGE BELOW THE CUT!
I deeply apologize for how long this is about to be, I tried to shorten them.
The Rules :
Create a new game. You should not play the random legacy challenge in a world that you've already been playing.
If you fail any of the parameters(such as not having enough children, violating a fun objective, and so on), you lose. If you failed because of a game bug or because a sim autonomously rebelled, you don't instantly lose, but you should be careful to avoid sim misbehavior happening in the future.
No cheating is allowed! This includes money cheats, skill cheats, relationship cheats, motive cheats, and any mods that give you a clear advantage over another player. Of course, if your game gets into a bugged state, you can do whatever you have to, including cheating, to get it back in a playable state.
Set aging to normal and turn aging on for inactive families. If you find a mod that adjusts lifestage lengths, you can use it, as long as the total number of days is roughly the same as you would get under normal aging. Story progression mods are acceptable.
NO REROLLING. UNLESS you do not own that pack. OR If you roll the same career for multiple sims in a generation, OR roll the same career, goal or fun in two consecutive generations, you may re-roll THAT parameter, but not all.
Regarding supernatural sims, so far aliens and vampires appear to be balanced for game play. Feel free to use vampires, aliens, etc, and their associated powers in your random legacy stories, but immortal sims may not remain in the legacy household forever.
Creating Your Sim :
You may choose any genders, ages, appearances, traits, aspirations, and family relationships that you want(provided that you're not required to randomize through a parameter), though you may not create any of the children.
You may create spouses and helpers for heirs, but their traits must be randomized and they may not be moved directly into the legacy household. You must first move them into their own home, or with another family, and then have your sim locate them and befriend or romance them as required, until they get the option to ask them to move in. It's okay to choose their aspiration, unless it's required to be randomized this generation due to a parameter.
Move the founder into any empty lot you want. It doesn't matter whether it's blank or it contains a pre-built house. It is recommended that you pay some attention to the neighborhood features, but otherwise the choice is up to you. You can pick your own lot traits, if allowed by your parameters.
During this challenge, heirs, spouses and helpers may only make money from the actions permitted to them under the parameters rolled for that generation, though they may begin doing so as early as childhood. In addition, other sims in the household may assist them in their careers(such as many sims digging up collectables and giving them to the collector sim to sell), BUT THEY CANNOT directly sell efforts from previous generations.
Sims may not be aged up early. You must wait until you get the announcement that it's their birthday and the little bubble shimmers appear on their age bar before you can celebrate their birthday. For newborns, you can age them into infants, but not toddlers.
The heir may be any sim that you want, provided they were born to or adopted by the previous generation's heir. While children of helpers, provided they are raised in the household, count towards the total number of children for the generation, they are not eligible to become the next heir. If you'd like a little more fun in choosing your heirs, see the Choosing an Heir section below.
The next generation's heir comes of age when they age up to YA. At that point, you are officially in that heir's generation, though restrictions from the previous generation continue to apply until that generation is complete. Unless stated otherwise, all goals and fun objectives begin when the heir comes of age and end when the heir's generation is complete.
While there is a separate career roll to run a retail store, you may operate a retail store to sell your crafted goods as long as you've rolled a career that allows you to sell them normally.
Choosing an Heir :
Random Chance: Roll a number between 1 and X. X being the number of children allowed this generation. The number you get is the child who will be your heir.
Succession Law: Examples would be matriarchy/patriarchy, first/last born, strongest/smartest child, etc. Pinstar gives a good list that can be used to define your own succession law. check it out here.
Random Succession Law: Same as before, but following the list and randomly rolling in each category to determine the law you'll follow.
Heir Vote: If you're blogging your legacy, put your heir choice up as a vote. If you choose this option, you may, if you choose, roll a different set of parameters for each child, as the choice of which to follow will be out of your hands.
now what you've probably been waiting for...
THE PARAMETERS:
Marital Status: 1 - 25
1-5: Single - Your heir may not have a live-in partner after the first child is born. Any extra sims must be moved out of the house by 24 hours after the first child is born. A male heir may move in a female partner for the course of any pregnancies, but the 24 hour rule applies and she may not contribute financially. 6-15: Couple - Your heir must obtain a romantic live-in partner. They do not have to be married. 16: Mixed Single - Children must be a mix of naturally-born and adopted. If you have rolled to have only one child, you may have a second to satisfy this parameter. 17: Mixed Couple 18: Second Chance - Your heir must obtain two live-in partners during the course of the generation. At least one child must be born or adopted with the first partner. 19: Single w/ Help - A non-romantic helper sim must live in the house. The helper sim can be anything you desire, from a friend of the family to a spare who decides to stick around. 20: Mixed Single w/ Help - Same as Mixed Single, you just receive help. 21: Couple w/ Help 22: Mixed Couple w/ Help Same as Mixed Couple, you just receive help. 23: Single w/ 2 Help - The same as single with help, except there's two helpers. The helpers may be romantically involved with each other. 24: Mixed Single w/ 2 Help 25: Full House - The same as single with 2 help, except there's three helpers.
Number of Children: 1 - 10
1-2: 1 3-6: 2 7-8: 3 9: 4 10: 5
Career Type (use for spouse and helpers if applicable): 1- 6
1-6: Conventional Career (roll from C1) 7-9: Unconventional Career (roll from C2) 10: Career Hopper – Must roll for five conventional careers. You may jump between these careers as you wish, so long as you have spent a day at work in at least three by the time your sim becomes a full adult, and all five by the time your sim becomes an elder.
C1: 1 -45
1: Entertainer(Musician) - No additional money-making opportunities. 2: Entertainer(Comedian) - May perform comedy in space. 3: Writer(Author) – May publish all book genres. 4: Writer(Journalist) - May publish all book genres(self-publishing), and write articles. 5: Painter(Master of the Real) – May sell crafted paintings and call agent to collect money. 6: Painter(Patron of the Arts) – May sell crafted paintings and call agent to collect money. 7: Secret Agent(Diamond Agent) - No additional money-making opportunities. 8: Secret Agent(Villain) - No additional money-making opportunities. 9: Criminal(Boss) - May pickpocket sims. 10: Criminal(Oracle) – May pickpocket sims. May hack and create viruses. 11: Astronaut(Space Ranger) – May go on space missions with the rocket ship. 12: Astronaut(Smuggler) – May go on space missions with the rocket ship. 13: Culinary(Chef) - May publish cookbooks(self-publishing). 14: Culinary(Mixologist) – May publish bar guides(self-publishing). 15: Tech Guru(eSport Gamer) – No additional money-making opportunities. 16: Tech Guru(Start-up Entrepeneur) – No additional money-making opportunities. 17: Athlete(Bodybuilder) - No additional money-making opportunities. 18: Athlete(Pro Athlete) - No additional money-making opportunities. 19: Business(Management) - No additional money-making opportunities. 20: Business(Investor) - May invest in stocks. 21: (GTW) Doctor - No additional money-making opportunities. This career counts as a profession. 22: (GTW) Detective - No additional money-making opportunities. This career counts as a profession. 23: (GTW) Scientist - No additional money-making opportunities. This career counts as a profession. 24: (CL) Critic(Art Critic) - No additional money-making opportunities. 25: (CL) Critic(Food Critic) - If you have rolled Homemade, your food critic(and only your food critic) may eat out for food review purposes. No additional money-making opportunities. 26: (CL) Politician(Charity Organizer) - No additional money-making opportunities. 27: (CL) Politician(Politician) - May ask for bribes. 28: (CL) Social Media(Internet Personality) - May advertise on your social media page. 29: (CL) Social Media(Public Relations) - No additional money-making opportunities. 30: (EL) Civil Designer(Civic Planner) - 31: (EL) Civil Designer(Green Technician) - 32: (SE) Salary Person(Expert Branch) - No additional money-making opportunities. 33: (SE) Salary Person(Supervisor Branch) - No additional money-making opportunities. 34: (L&D) Undertaker(Funeral Director Branch) - You can host, and then sell rewards from Funerals. 35: (L&D) Undertaker(Mortician Branch) - No additional money-making opportunities. 36: (LS) Romance Consultant(Relationship Counselor Branch) - Can write romance books and sell them. 37: (LS) Romance Consultant(Matchmaker Branch) - No additional money-making opportunities. 38: (DU)Education (Administrator Branch) 39: (DU)Education (Professor Branch) - May write and publish books for your 'classes'. 40: (DU)Engineer (Computer Engineer Branch) - 41: (DU)Engineer (Mechanical Engineer Branch) - 42: (DU)Law (Judge Branch) - No additional money-making opportunities. 43: (DU)Law (Private Attorney Branch) - No additional money-making opportunities. 44: (SV)Military (Covert operation Branch) - 45: (SV)Military (Officer Branch)
C2: 1 - 21
1: Freelance Painter - Paint whatever you want whenever you want and sell it to collectors. 2: Freelance Author - Write and publish whatever you want whenever you want. 3: Freelance Musician - Play a musical instrument of your choice in public to earn money from tips. You may also sell jingles and license songs you've written. If you have City Living, singing counts as an instrument. 4: Gardener - Plant, harvest and sell produce and flowers of all kinds. 5: Fisherman - Sell whatever you can manage to catch. 6: Treasure Hunter - Dig up those little weird rocky-looking things and sell what you find. You may also sell the little treasures(aka, unwanted upgrade parts) that you dig out of your household plumbing, electronics and appliances. Selling collectibles you've traded for at the flea market is allowed. 7: Carpenter - Use the woodcrafting bench to make and sell furniture, as well as complete woodcrafting projects. 8: Freelance Comedian – Use the microphone to perform comedy routines and publish comedy books(self-publishing). 9: Freelance Programmer – Use your programming skills on the computer for a variety of tasks, including creating apps, creating plugins and freelance work. 10: Space Explorer – Build your own rocket and take to the stars, selling what you bring back from your travels. 11: Professional Gamer – Create computer games(programming 9), livestream and compete in gaming tournaments to earn money. 12: Cybercriminal – Create viruses and hack for money. 13: Professional Host/Hostess – Host social gatherings of all kinds and sell the rewards you earn for money. 14: (OR) Remedy Brewer - Brew herbal remedies and sell them for profit. 15: (GTW) Freelance Photographer - Take and sell photographs. 16: (GTW or CL) Retail Owner - Manage a retail store that does not sell anything that's covered by any of the other options above. For example, you could have a store that sells food you've cooked, but you could not sell raw produce at that store unless you had another sim in the household that rolled Gardener. Alternately, you may also choose to operate one of the vendor tables or display walls that come with City Living. This career counts as a profession, unless you choose to operate a vendor table/display wall in lieu of a real store. 17: (GT) DJ - Work as a DJ to earn tips, and license your mixtapes. 18: (DO) Restauranteur - Manage your own restaurant. This career counts as a profession. 19: (DHD) Interior Decorator 20:(PS)Paranormal Investigator 21:(LS)Reaper -
Generational Goals: 1 - 17
1: Perfect Careers - The heir, spouse, and helpers must reach level 10 in their careers. Re-roll if no conventional careers are rolled this generation. 2: Fulfilled - The heir and spouse(if applicable) must complete their first aspiration. If the spouse is accidentally too old when they move in to have time to complete an aspiration, they are not required to do so, but try to be reasonable with this provision. 3: Perfect Children - All children born this generation must complete their childhood aspiration and receive an B grade in elementary school and an A grade in high school. They should also have a BFF made during childhood, and at least one boyfriend or girlfriend lasting at least 24 sim hours during their teen years. As toddlers, they must reach level 3 in all skills, including potty training, and raise at least one skill to level 5. 4: Dependable - Your heir, spouse and helpers must complete all daily tasks for school and work, beginning in childhood or upon move-in to the house. You may use vacation days given by the game to skip school or work if you're not going to be able to handle the task, but you may not skip if you have no vacation, or without using your vacation, or attend without having your daily task completed(even if you have saved vacation). Re-roll if no non-profession conventional careers are rolled this generation. 5: Expansionist - You must construct a significant expansion to the house this generation. You may also add or change a single lot trait, if you wish. If Random is your miscellaneous fun this generation, the trait changed and new trait must be randomly determined. 6: Collector - Your heir, spouse, helpers and children must complete and display one of the given collections. All items must be found or grown that generation, and for plants you may not use seeds from previous generations...find your own! If you already completed part of a collection in a previous generation, you can choose that collection, but you must collect the objects you already have again with a sim from this generation. Collections and display requirements are as follows: Frogs – Anything Axolotls - Anything Gardening – Must be planted and grown to maturity, may be of any quality. May not be grafted into tomato/onion/basil plants to count as all three, you must have one plant for each collectable. MySims Trophies – Anything Metals – Anything Crystals – Anything Elements – Elemental Display Rack Insects - Anything Postcards – Bunchapals Postcard Corkboard Fossils – Anything City Posters - 'Poster wall' Microscope Prints – Anything Space Prints – Anything Aliens – Anything Space Rocks – Anything Fish – Any combination of bowls and mounting Holiday Cracker Plushies - Anything Feathers - Display the bird statue Ancient Omiscan Artifacts – 'Treasure room' Omiscan Treasures – Anything Seashells – Anything Buried Treasure – 'Treasure room' Simmies - Anything Tarot Cards - Display completed deck
7: Deadbeat Parents - The heir, spouse and helpers may not help their children this generation, apart from basic needs like food and interaction(autonomous chatting over dinner). This includes helping with homework, mentoring or encouraging children in skills, and reading books to them. For toddlers, it is permitted to provide basic care such as food and diaper changes, but try to avoid any parent-child interactions that raise a skill bar, such as flash cards, reading books, potty training, and so on. Some autonomous talking is okay - the parents are deadbeat, not abusive - but don't deliberately train the communication skill. Children may teach themselves. 8: Change of Scenery - It's moving time! At some point after the heir comes of age, you must either move to a new lot, or completely demolish the entire house and start over from scratch on your current lot. Your new lot may not share any lot traits with your old lot. If Random is your miscellaneous fun this generation, the new lot's traits must be randomly determined. Re-roll if it's generation 1. 9: Party King/Party Queen - Host every kind of party(house, dinner, wedding, birthday) with a gold medal in each. If you have more than four party types(through expansions, DLC or mods), roll to randomly determine the four party types that you will be attempting for this goal, re-rolling any duplicates. 10: Idle Careers - May not make an effort to advance in your heir's, helper's and spouse's careers, including school. If the career goals happen to line up with aspirational goals, that's a happy coincidence, because you may advance in aspiration freely. Autonomous actions are also acceptable. If you've rolled an unconventional career that has no tasks that sims will perform autonomously, you may only perform tasks for it if your sim has a whim to do it or if they do them autonomously. 11: Friendship is Forever – Beginning when the heir is a child, they must make one new good friend every week. This friendship must be maintained through subsequent weeks, and may only be ended by the death of the friend.
12: Midlife Crisis - This generation, one of the heir, spouses(including second chances) or helpers will experience a randomly-generated midlife crisis event. Roll 1 - X to determine who has a crisis. Once the selected sim reaches adulthood(and not sooner!), roll three times to determine three aspects to the midlife crisis from the chart below, re-rolling if you receive a duplicate. Each aspect has a deadline for when it must be completed. The goal is complete when all aspects have been completed:2) Randomize a trait(complete within 24 hours) - Randomly determine which of your sim's traits will change, then use a cheat to remove that trait, replacing it with another that has been randomly determined. 3) Re-roll Career(complete within 24 hours) - Re-roll your sim's career. This means a career type AND what it is. 4) Make a major purchase(complete within 48 hours) - Buy something shiny and expensive(relative to how much wealth you have) for your house. 5) Have a romantic crisis(start within 48 hours) - Your sim's love life is thrown into turmoil. Perhaps they meet a new lover, cheat on their spouse, or simply have a falling out with a long-time partner. This must begin within 48 hours, but doesn't have to resolve ever. 6) Change style to recapture youth(RIGHT NOW) - Your sim must change their style(mirror and dresser, CAS cheats if necessary) to recapture their youth. Perhaps even get a tattoo. They can change back after a period of a few days, if they want. 7) Gain a new skill(complete within 1 week) - Your sim must gain at least 3 skill levels in a skill they haven't used much previously. This counts from the level they're currently at, so if a sim has level 2 charisma, they must attain level 5. 8) Have a child(complete within 1 week) - Your sim must get pregnant and or have a biological child or adopt a child. Either way, it will be raised with the rest of the generation's children. Add one child to the number of children you will have this generation. 9) Randomize Aspiration(complete within 24 hours) - Randomly pick a new aspiration for your sim, throwing out any that are incompatible with your other rolls. If you also have to re-roll your sim's career, you can re-roll depending on aspiration compatibility. 13: Memorial - The heir, along with any spouses or helpers, must be memorialized this generation, by a sim with maxed skill in the relevant crafting skill(painting, photography or writing). Memorials may consist of: a painted portrait, a photograph, a biography, or a book of life. Each memorial can be crafted by a different sim if you want, and they don't have to all be the same type, though they should all be displayed together.
14: Themed Display - This generation, the heir, spouses and helpers should create a themed display somewhere in their house or yard. The display must contain at least 10 items, plant and craft level excellent or higher, from at least two different collections or craft disciplines, and must contain at least one craft and one collected item. For example, a display with 3 plants, 5 photographs and 2 space rocks would be okay, but a display with 4 photographs and 6 paintings would not be, because there is no collected item. The theme is left up to you, examples include: space(telescope prints and photographs of the alien home world), botany(plants, photographs of plants, and microscope prints of plants), flowers(plants and paintings of plants in the wild) and animals(frogs, insects and photographs of insects in the wild), etc. 15: Haunted House - From the time the heir comes of age to the time the heir dies, three sims must die an unnatural death on your home lot. Unnatural death is defined as any death except by old age, and the sims may be members of your household(such as unneeded spouses, spares that are about to move out, or even the heir themselves) or guests. Furthermore, the graves must stay on your home lot, and the ghosts be allowed to roam the house freely. The graves may be removed after this generation's heir dies. 16: (GT) Best Club Ever - Your heir must start their own club from scratch this generation. To complete this goal, the following criteria must be met concurrently: * The club must have 8 members. Sims may not join the club unless they are already friends with the club leader, so get to recruiting! * The club must have a hangout built specially for them, either on your home lot or on a community lot. The hangout should contain enough seating for the entire club and any necessary items to complete club activities. If you build on a community lot from the map view, take note of how much money you "spent" on the hangout and subtract it from your family's funds. * The club should have all ranks of one of the emotional vibes purchased, depending on the club's focus. Happy counts. * The club door perk must be unlocked(since you have a hangout) * In addition, three other club spirit perks(hats, jackets, wall decorations, etc) must be unlocked and used. 17: (CL) Domestic Dilemma - When this generation comes of age(or at the start of the game) you must either add a new "negative" trait or replace an existing trait(determine which of the three randomly) with a "negative" trait of your choice(unless you've rolled Random). This generation, you must find a creative way in your story to overcome said negative trait. For example, Quake Zone might be overcome by a sim maxing their writing skill and writing 5 nonfiction bestseller books about earthquake safety, or perhaps by a sim maxing their handiness skill and equipping every appliance/plumbing object in the house with the unbreakable upgrade. Be creative! When the negative trait has been overcome, you may replace it with a trait of your choice if you wish(again, unless you've rolled Random). Negative traits include: Cursed Filthy Gremlins Grody Haunted Mean Vibe On a Dark Ley Line Quake Zone Volcanic Activity Spooky Vampire Nexus
If you made it this far, thanks for your time! I hope you give the challenge a try! It can be chaos at some points, but it can cause you to play the game in a way you haven't before! That's why I loved this challenge when I first discovered it and I hope you do too! Let me know if you do the challenge by using the tag #TS4RLC so I can see what you do! I hope to restart this challenge myself and post my progress! Feel free to message me or send a ask if you have and questions, concerns, or additions you'd want me to add! Happy simming everyone! ♡ @ts4challengehub
#ts4 simblr#ts4#ts4 legacy#sims 4 legacy#legacy challenge#sims community#sims 4 legacy challenge#new simblr
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Rules For Random Legacy Challenges
These are a simplified version of the updated Random Legacy Challenge rules that I’ll be using for the Castelli Legacy, modified to fit my playstyle. A lot of the wording is taken directly from that post so credit to Skyegal19 for updating the rules and also to Tigger89 as the original creator of the challenge.
The challenge runs for 10 generations and ends when the children of the 10th generation become Young Adults. If no eligible heirs are left (as defined by gender, ancestry and species laws), the legacy is over.
Create your founder in CAS. They must be at least a young adult. Randomly roll to determine your Sim’s appearance and your Sim’s traits, hobby and career(s). Aspirations can be freely chosen.
Roll to determine starting neighbourhood and funds. Set household funds to the starting fund amount with the cheat “money [x]”. Move your founder into whatever lot they can afford.
When moving spouses or helpers into the family, you cannot keep any funds they bring in with them.
Roll on the career table for every heir, spouse and helper. They can only make money from the career(s) rolled for them, though they may begin doing so as early as childhood.
Roll an event on the gameplay events table every Sunday. This event must be completed before the next Sunday. If the event isn’t applicable for any household Sims, a new random event must be rolled.
Sims may not be aged up early. You must wait until you get a birthday announcement before celebrating. Spares must be moved out of the house within 24 hours of aging to YA.
Children of helpers raised in the household count towards the total number of children for the generation but can’t become heir.
The next generation’s heir comes of age when they age up to YA. Once a generation is complete, sims of that generation can move out. All sims in a generation must have either died or moved out by the time their grandchildren have come of age.
If you roll the same career for multiple sims in a generation, or roll the same career in two consecutive generations, you may re-roll.
Edit: This bit is more of a guideline than a rule, but I’ll also be trying to follow my sims’ whims as much as possible and allowing them to do things autonomously (as opposed to my typical authoritarian playstyle where my sims only do what I tell them haha). And lastly, anything I’ve randomly generated will be bolded + italicized.
See you all at 08:00 GMT for my first Castelli legacy post!
#random legacy challenge#castelli legacy#edited because I forgot to add a few key things in#I'm kinda anxious about starting this but it should also be fun
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Welcome to the Random Legacy!
This blog is an alternate host for the Random Legacy, which was originally posted by tigger89 on MTS. After the release of City Living, stormydayz on wordpress took over for updates.
As an avid player of this challenge, I decided to update the challenge with altered rules, new rolls, and to accommodate new functions within the game as of the Island Living release on June 21st, 2019. As new packs and patches come out, I'll be updating this accordingly. That being said, this is only my version of the challenge. Stormydayz may update their rules also, and others may come through with their own adaptations. This is just one of the many adaptations, not the official host of the challenge.
My goal in adapting and updating the challenge was to give a bit more variety to the rolls themselves (generation goals and misc fun can get repetitive at times) and to have a place to direct my followers when they ask me what rules I’m following.
All credit for the mechanics, most of the parameters, and a lot of the wording I'll be using on this blog goes to both tigger89 and stormydayz. If asked to remove this blog, I will, however I don't claim to be the creator, or for this to be my original idea. All I did was just add extra rolls, and update the mechanics for the newest patch. I also took inspiration from some old versions of the challenge for TS3, and adapted them for TS4.
My main blog is magicbats, but please credit this blog if you decide to use these updated rules instead of my main blog, and please direct all questions about the challenge rules, parameters, and mechanics to this blog instead of my main blog, just to have things separate. Feel free to send in suggestions for generation goals and miscellaneous fun rolls! More rolls means more fun, and I’m always open to suggestions. I recommend following or bookmarking this blog so you can stay up to date with whatever changes I make.
Follow the links below to learn about the challenge.
01: Getting Started 02: The Rules 03: Picking an Aspiration 04: Choosing your Heirs 05: Household/Career Parameters 06: Goals and Misc. Fun Parameters
Changelog
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The Sims 4 Random Legacy Challenge
A traditional legacy challenge? Perfect! What can go wrong you ask? Everything of course! That’s part of the fun! Tigger89 brings us this traditional legacy challenge adapted for TS4. Here you’ll find the tools and the rules to set up and run your very own simming dynasty. Are you going to create decades of drama or a lovely, mild-mannered save that you would be safe to show your grandparents? The choice is yours!
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Explanation and Generation 1 Rolls
Hey there! Before I start with updates about my Random Legacy Challenge, The Everlasting Spark, I wanted to make a post with the parameters I rolled for the first generation. I’ll post an introduction to the Spark family in Sunday.
Here are the rules for the challenge, as created for the Sims 4 by tigger89. In case you’re new to the Sims community and aren’t familiar with the challenge, basically there is a list of parameters like whether the sim is married or has other people living with him, the number of kids they will have, what work every sims in the household will have and a bunch more, and you roll a dice or use an online random number generator to set each parameter. This creates a lot of fun, interesting stories! Every generation you need to roll again and determine the life the next generation will have.
My rolls are under the cut in order to make sure people who don’t want to be spoiled by the rolls won’t accidently read them. The legacy in all of it’s generations is going to be full of twists, and sometimes it’s more fun to be surprised. Of course sometimes it’s fun to know everything as well ;)
I actually had quite calm rolls for this generation. It’s going to be very home-y with a cute family and a dog :D
I’m excited to open a resturant since I did try it but I never got to more advanced levels of resturant owning.
But just because it looks calm that doesn’t mean there won’t be any drama and mystery... The husband it a cop after all...
Marital Status: Couple
Number of Children: 2
Primary Career: Unconventional Career - Restauranteur
Secondary Career: Conventional Career - Detective
Generation Goal: Friendship is Forever - Beginning when the heir is a child, they must make one new good friend every week. This friendship must be maintained through subsequent weeks, and may only be ended by the death of the friend. Miscellaneous Fun: Flea Market Fanatic - Some sims just can't pass up a great bargain. Why would you pay full price for anything? This generation, you may not purchase certain categories of items from the catalog. These items may only be purchased from the flea market or from unplayable sims selling their own goods on the street. Paintings left on public easels count. The categories are: Comfort(except beds) Lighting Decorations(except mirrors)
The Flea Market Fanatic is only for a bunch of stuff, but I decided to take it a step further and make my founder by everything from the Flea Market!!! Except for stuff they need right away. This is going to be fun! I’m also probably going to regret it...
That’s it! I hope this generation will be the founder of many more successful generation to come :D
#Sims 4#sims 4 legacy#sims 4 random legacy#random legacy challenge#sims challenge#sims story#The Everlasting Spark#The Everlasting Spark Rolls#This is going to be fun!
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The Neopet Nostalgia Crawl (Chapters 1+2)
By: Tigger89
This challenge will be updated on wordpress for the time being, due to the forums closure. Please bear with me as I migrate the content, as I am also writing my novel and producing new chapters for my own use.
Millennials of NaNo, your internet nostalgia has arrived to ensure you make those word counts! This crawl is based on the history of Neopets, starting all the way back in 1999 when we only had Neopia Central(which wasn’t called that back then, I’m sure) and 22 species. While I doubt I’m going to make it through the whole history of the website(24 years!), I hope to continue posting chapters throughout November, basing them on various eras of the game.
A few technical notes before I get into the first chapters:
In addition to the typical word crawl supplies(a timer, your novel, the will to persevere), you will need a way to keep notes(I have a notepad file) and either a six-sided die or a way to roll one electronically. You might also find it helpful to bookmark random.org 5, to pick randomly from irregular lists.
No Neopets knowledge is required to play this, though you might be confused if you’re not familiar. If you’re just voraciously vacuuming up every writing game you can find, though, feel free to join in!
I’m basing this off a basic update timeline and my own recollection. However, I was something like eleven years old at the time, so my memory is a bit hazy on the details. Please forgive the inevitable anachronisms and inaccuracies.
I’m trying to keep the goals reasonable. I intend to keep most time writing goals under 15 minutes, and most wordcount goals under 500. Occasionally, for an impactful moment, I will go higher. I don’t intend to ever go above 30 minutes or 1k words on a single goal, however. This isn’t going to be one of those crawls like Harry Potter(no hate, it is what it is) where the goals get gigantic. I aim to keep it approachable, including giving alternate paths for slower writers to progress.
Chapter 1 - Arrival in Neopia
1.1) Welcome to Neopia! Write for 5 minutes as you get your bearings and make your way to the welcome center.
1.2) After recording your basic information, you go to choose your pet. Write 220 words, ten for each species, as you examine your options. You can choose from the following list: Aisha Bruce Eyrie (can fly) Flotsam (can breathe water, swim) Grarrl Jetsam (can swim) JubJub Kacheek Kau Kiko Korbat (can fly) Kyrii Lenny Mynci Nimmo Quiggle Scorchio (can fly) Skeith Tuskaninny Uni Usul Wocky
1.3) Each pet comes in one of four colors: blue, green, red, or yellow. Choose your pet’s color, and then write until you can describe something in the story that matches the color or 500 words, whichever comes first.
1.4) Please answer a few questions about your new pet before continuing. Choose two options from the list below for your pet’s two primary attributes. Primary attributes start at the level “high”, whereas the other two will start at “average”. Strength - Sprint for 5 minutes. If you write less than 300 words, write 300 more words to recover your dignity. Defense - Write 500 words. Movement - Sprint for 10 minutes. Intelligence - Roll a 6-sided die, multiply the result by 100, and write that many words.
1.5) Now it’s time to give your pet a name. Write 200 words as you think up the perfect one. Congratulations on your first pet! All first-time pet owners in Neopia start with 1,000 Neopoints(NP), so write that down. You can adopt new pets at any time, up to a maximum of 4, by repeating these four steps(1.2-1.5). But keep in mind that not only does it cost more to raise multiple pets but new species are being discovered all the time, so I recommend waiting to adopt!
1.6) You’ll need to get your new friend some food to eat, but the shop’s sold out. What do you do? Wait outside the shop and dash in as soon as it opens, hoping to nab something in the rush - participate in 5-minute word wars until you win one, and subtract 400 NP. Comb every inch of the store in the hopes that something fell behind a shelf - write 500 words, and subtract 400 NP. I’m not worried, I have a Grarrl or a Skeith - write 200 words as your pet happily consumes whatever garbage nobody else wanted, and the shopkeeper even lets you take it for free! Repeat this step for each pet you have.
1.7) Would you like to buy a toy for your pet? Yes - Subtract 400 NP, and write for 10 minutes as you pick out the perfect plushie. Don’t forget to record it in your inventory! No - You’ll probably get one as a prize soon, anyway. Sprint for 100 words as you play with your pet in the nearest puddle.
1.8) It’s time to open an account at the National Neopian. By keeping most of your Neopoints safe, only up to 10% of your total can be lost due to a random event. Take the number of NP you have, divide by 100, and sprint for that many minutes. As a special account-opening bonus, take the number of words you just wrote and earn that many NP!
1.9) It’s been an eventful day. Wind down by writing 250 words at your own pace. I wonder what tomorrow will bring?
Chapter 2 - Meeting Faeries Based on updates from Year 2, January
2.1) It’s a new day, and the Neopian Times has arrived in your mailbox. Write for 5 minutes as you read all about the discovery of the Buzz(can fly), Elephante, Gelert, and Lupe species.
2.2) As you step outside, a winged creature appears before you - a faerie! Roll a 6-sided die to determine which type of faerie you meet: 1: Air - Take your time and write for 10 minutes as this faerie asks you for a grooming item. 2: Dark - Participate in a 5 minute word war as this faerie asks you for a toy. If you lose, write an additional 200 words. 3: Earth - Write 300 words as this faerie asks you for a magical item. 4: Fire - Sprint for 2 minutes as this faerie delivers a rapid-fire request for a clothing item. 5: Light - Write for 5 minutes as this faerie asks you for a collectable card. 6: Water - Write 500 words as this faerie asks you for a book.
2.3) It’s very exciting to get a quest, and from something as important as a faerie no less! But in order to buy things you need to have NP, and something tells you that your bank balance is running low. You’ll need to play some games to earn more. Participate in a 5 minute word war, earning NP equal to the number of words you wrote and doubling the reward if you won. Remember, you can submit your score up to three times each chapter, so go ahead and play two more times right now if you’d like, and again during each chapter!
2.4) Write 200 words as you take a leisurely walk to the shops. If you have a pet that can fly, write 100 words instead.
2.5) Making sure you get a good place in line, you wait for the shop doors to open. Write for 5 minutes as anticipation builds.
2.6) The doors are open, and it’s go time! Sprint as fast as you can for 10 minutes! Once you have your item in hand, it’s time to haggle. The price you’ll pay is equal to 1,000 minus the number of words you wrote in this step. So if you wrote 450 words, the item would cost 550 NP. If you can’t afford it, you have two choices: go back to step 2.5 and try again, or choose to abandon the quest. If you purchase the item, don’t forget to subtract the NP from your total.
2.7) It’s time to report back to the faerie. If you successfully managed to purchase the item - write for 2 minutes as the faerie praises your shopping skills. If you’re choosing to abandon the quest - write for 10 minutes as you get a lecture on dependability from the faerie.
2.8) Whew! Somehow, that adventure took all day. Write 250 words as you return home, exhausted from all that shopping.
To continue, click here for chapters 3 and 4!
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