PDA

View Full Version : The Keep the Darkness Out Challenge


deadliongamer
6th May 2016, 9:23 PM
Hey, so this is my first challenge. It’s the the Keep the Darkness Out Challenge. I hope you like it.

Introduction:
This is the Keep the Darkness Out Challenge. The basic premise of this challenge is that you will play as a group of people who want to rid the world of evil, but you know that it can’t happen in one day. You will play this challenge over several generations where you will slowly make the world a better place.

Backstory:
You and your friends have never liked what the world was becoming. It was full with evil, violence, and horrible things were all over the news. In high school, you and your friends would spend hours discussing and ranting about the world’s problems. So, when you and your friends finally graduated from high school, instead of attending university, your friends and you decided to form a group of sorts, one that would shut itself out from the horrific world and stand to oppose its current status at the same time. You would all do your part to keep the group going - and you all were determined to never let the world’s darkness get to you.

CAS:
So, now you have to create your sims. You should make 5 sims, and they can be any gender you want, but there should be at least one of each. Look below for the jobs. You must roll for their jobs, either before or after you create them (I would recommend to do so beforehand) Also, all of the starting sims must be young adults. When rolling for jobs, use the numbers next to the jobs titled “Jobs for young adults or older”.

Building your house:
You should make a compound-type building. You may build it anyway you want, but it must have the following rooms: Living quarters, children’s quarters, nursery, meeting room, canteen (meaning a cafeteria or eating place), kitchen, recreation room, library/education room, isolation room, the garden, laundry room, the therapy room, and the therapy quarters.
Living Quarters: This is where your sims that are young adults and up will sleep. There must be a bed for each sim. There should be a conjoining bathroom.
Children’s quarters: The place where children and teens will sleep. There must be a bed for each sim. There should be a conjoining bathroom.
Nursery: This is where the toddlers and infants will live. They aren’t allowed to leave here until they age up into a child. There should be a conjoining bathroom, a crib for each sim, and all of the necessary toddler objects.
Meeting Room: This is where all of the important meetings will occur (see below for more information). There should be a large table with chairs, and there can be a few bookshelves if you want, but you don’t have to. Nothing else should be here.
Canteen: This is essentially the cafeteria/dining room. There should be enough chairs and tables for the sims, as well as a table to move the food onto for easier access, so they don’t need to go to the kitchen to get food. This should be fairly close to the kitchen.
Kitchen: This is where all of the food is to be made. This should be fairly close to the canteen. This should have anything needed to make food.
Recreation Room: This is the room where your sims will go to entertain themselves. You can put anything you want in here: skill objects, bookshelves, couches, anything! It can be anything you want.
Library/Education Room: This is the library, and is also where your children and teens will learn and do work. This should have bookshelves, computers, desks with chairs, and any skill objects you need.
Isolation Room: This is the room where sims in punishment will go. This should be a small room with a lockable door; should have a cheap bed, toilet, and a table with a chair.
The Garden: This should be an outdoor area in the lot to garden. There can be a small pond to fish from if you want.
Art room: This is the room to do art in. There should be skill objects in order to do art. Easels, Sculpting Stations, sketchbooks, cameras, etc. Make it artsy!
Laundry Room: This should be a laundry room, with dryers and washing machines. Have a lot since the size of your household will surely produce massive amounts of laundry.
Therapy Room: This is the room where your therapist will talk with patients. Should have a desk and chair with a computer, a couch and a chair (like a therapist’s office) and some nice decor to soothe the patient. Should be connected to or near the therapy quarters.
Therapy Quarters: The place where the therapist’s patients will sleep. Should have at least 10 beds for future patients. I recommend bunk beds. Have there be a cojoining bathroom and maybe a small rec room because they aren’t allowed to leave here. Should be connected to or near the therapist room.

ONCE YOU HAVE BUILT THE HOUSE, REDUCE YOUR FUNDS TO 2,000 SIMOLEONS. THAT IS ALL YOUR SIMS BROUGHT WITH THEM WHEN STARTING THIS GROUP.

General Rules:
1. No one may leave the lot unless otherwise told they can.
2. You may not buy things from the fridge (things with money next to it). This is because that means you are getting something from a non-good sim, which is strictly forbidden! All food must be grown from your lot.
3. Each time you roll for something, you are NOT allowed to reroll. You get what you get and that’s it!
4. No cheating unless told you can!
5. Recommended mods: Nraas careers (so you can homeschool your kids), Nraas portrait panel, mover, and master controller (so you can have more than 8 sims in a household), Nraas story progression (so your missions will actually live their life)
6. The challenge lasts for 10 generations, like a standard legacy. Each generation will be slightly different.
7. No going to university, going on vacation, or traveling to the future.
8. No aging sims up early! You must wait for the game to say it’s their birthday.
9. You may set seasons to whatever you’d like.
10. Have the lifespan be set to normal.
11. Supernaturals can be on or off, whatever you want, but you CANNOT have them in your household, whether they are recruits, made in CAS, or born into the group.
12. No sim, even a spokesperson, may do opportunities. You must turn all of them down.
13. You either must delete your school or enroll the children and teens in homeschooling. They CANNOT go to school.

Jobs for Young Adults or Older:

These jobs should be rolled for when you first enter create-a-sim with your founding sims. Roll for 5 numbers out of 1-8, which is how many jobs there are. Make sure to make sims who fit the jobs! If you are in your second generation or later, roll for this upon a sim becoming an apprentice. EdEdit: While you must still roll for 4 of the 5, you may have one sim become a spokesperson. If you roll for spokesperson for the other 4, then you may keep them as a spokesperson and you'll have two, or you may reroll. These are the jobs:

Groundskeeper: This sim’s job is to garden and fish in order to get cooking supplies for the cook. They will be the only sims allowed to garden in the garden. They can’t leave the lot, and if you want them to fish, you can, but you should make a small pond in the garden for them to do so.
SKILLS ALLOWED TO LEARN: Gardening and Fishing.

Mentor: These are the sims who will teach and mentor the children and teens. They should help them with their homework, and when they reach a high enough logic skill, they should mentor them in skills. They can learn any skill, but they must learn them in books only. The only skill that can be learned through any means they want are their “Skills allowed to learn”. They are not allowed to leave the lot. They should spend most of their time in the library/education room. When there is no children to teach, they should focus on gaining skills. (If you do not have a mentor, this will fall on the caretaker to do BOTH jobs, but only until you have a mentor)
SKILLS ALLOWED TO LEARN: Logic, Science, and Writing

Spokesperson: This job is very important. They will be the only ones allowed to leave, but they can’t go just anywhere. Look below for where they may go. They will be your group’s spokesperson, and will tell the world about your group’s cause. They will recruit new members, advocate the group to the government, and more. Their jobs are:
1. ONCE A WEEK they may go to the town hall and tour it. Once they have finished touring the town hall, you may use the cheat “Kaching” to give your household 1,000 simoleons. This signifies your sim advocating the cause to the government and them granting/funding you money in order to help your cause. If you have multiple spokespersons, they may each do this once a week, so if you have 3 spokespersons, you can do this three times!
2. They will be recruiting sims. To find out how this works, go to the section titled “Recruiting Sims”
3. They may go to the consignment shop in order to sell things. They can only do this 3 times a week. If you have multiple spokespersons, they may each do this three times a week, so if you have 3 spokespersons, you can do this three times per spokesperson (so 9 times a week).
4. If you have university, they should have a blog where they advocate for the cause. Try to post often and get it to a five star blog with lots of followers.
Besides the town hall, residential lots, and the consignment shop, they can’t go anywhere else! Each time they come back from a mission, they must be in the isolation room for 5 hours. This isn’t a punishment, but instead, is a way to cleanse them from any evil they may have picked up on the mission. When they aren’t on a mission or blogging, they should work on skills.
SKILLS ALLOWED TO LEARN: Charisma, Logic, and Social Networking.

Artisan: This sim’s job is to paint, sculpt, etc. in order to make money. They should spend most of their time in the art room making paintings, etc. to sell. They cannot leave the lot.
SKILLS ALLOWED TO LEARN: Painting, Sculpting, Street Art, Photography

Cook: This sim’s job is to cook for the group. They should be up at six o’clock, and make sure to cook enough food for everyone in the group, children and above. Breakfast is served from 7 AM - 10 AM, and, as was just said, cooks should begin cooking at six. Lunch is served 12 PM - 3 PM, and cooks should begin cooking at eleven. Dinner should be served 6 PM - 9 PM, and cooks should begin cooking at five. When they aren’t cooking food for everyone else, they can do a variety of things. Of course they may eat the food they’ve cooked, they may work on their skills, or they can clean up the kitchen and dining room… yes, while the housekeeper(s) are in charge of cleaning, washing the dishes is the job of the cook. Cooks may not leave the lot.
SKILLS ALLOWED TO LEARN: Cooking, Nectar Making, Mixology

Caretaker: This sim’s job is to take care of the infants and toddlers. They may or may not sleep in the nursery depending on what you want, whatever works for you! They should keep the needs of the toddlers and infants in the green, and be in the nursery for the majority of their day. They should make sure that the requirements (listed below) of infants and toddlers be completed, and make sure that they age up well. When there is no children to take care of, they should work on building up their skills. They cannot leave the lot. (If you do not have a caretaker, this will fall on the mentor to do BOTH jobs, but only until you have a caretaker)
SKILLS ALLOWED TO LEARN: Logic, Charisma

Therapist: This sim is in charge of making sure everyone is kept sane and not develop any bad traits. If they do, this sim is the one to heal them. If you get a teen who is “Evil” and you don’t have a therapist, they automatically will be killed as a young adult because there is no one to help them! See below for more information about “Evil” teens… it’s under the “‘Jobs’ For Teens and Younger.” How they heal the Evil teens:
If they have one bad trait: If they have one bad trait, all that needs to be done is to get the therapist to “Best Friends” with the teen, and then you can trade it with a different one you want. HOWEVER… the therapist must also know the trait she/he is getting rid of. For example, if you are getting rid of the “evil” trait, when you scan over the patient’s name in the therapist’s friend box, she must see that they are evil.
If they have a second: The second trait can be traded once the teen has reached level THREE in both of the Therapist’s skills: Charisma and Writing. HOWEVER… the therapist must also know the trait she/he is getting rid of. For example, if you are getting rid of the “evil” trait, when you scan over the patient’s name in the therapist’s friend box, she must see that they are evil.
If they have a third: The third trait can be traded in for another once the patient gets an “A” in school. HOWEVER… the therapist must also know the trait she/he is getting rid of. For example, if you are getting rid of the “evil” trait, when you scan over the patient’s name in the therapist’s friend box, she must see that they are evil.
If they have a fourth: Since all of their traits were bad, they need to really prove themselves in order to be healed. They can be healed of this trait once they have completed the duties of the missions: Getting two of the following to level five: Charisma, Logic, Athletic, Handiness, Social Networking, and Writing. HOWEVER… the therapist must also know the trait she/he is getting rid of. For example, if you are getting rid of the “evil” trait, when you scan over the patient’s name in the therapist’s friend box, she must see that they are evil.
If the therapist successfully gets rid of her patients’ bad traits, then they are healed and may leave the therapy quarters!
HOWEVER, teenagers who grew up with bad traits aren’t the only one who will need therapy! Other people who will need therapy:
Someone who gets into the red of fun or social 2 days in a row (meaning they were in the red one day, got into the green, and then the next day got into the red again)
How to help them: They must stay in therapy for 3 days. You must make sure their needs are in the green and have at least a “Good Friends” status with them.
Someone who stays in the red of fun or social for 10 or more hours.
How to help them: They must stay in therapy for 3 days. You must make sure their needs are in the green and have at least a “Good Friends” status with them.
Someone who got into isolation after their 3rd, 4th, and 5th strike.
How to help them: While in therapy, you need to make sure their needs are up. You must gain a certain friend status with them depending on what strike it is. Also, they will be in therapy for a different period of time.
Third strike: 3 days, Friend
Fourth strike: 4 days, Good Friend
Fifth strike: Five days, Best Friend
OTHER THINGS WHILE HEALING (For both teens w/ bad traits and adults listed above):
1. They cannot work
2. They may not see/talk to anyone not in therapy
3. Each day while the therapy is occurring, the therapist must spend at least 2 hours talking with the patient in the therapy room. This is to signify a therapy session.
4. Any time a therapist talks with her patient, they MUST be in the therapy room.
5. All people in therapy must live in the therapy quarters until fully healed.
The therapist spends most of their time in the therapy room. They cannot leave the lot. When there is no one to heal, they should work on skills and work on writing books. They should mostly be about having a calm and peaceful mind.
SKILLS ALLOWED TO LEARN: Charisma, Writing

Housekeeper: The housekeepers are in charge of cleaning the house and repairing things. Their job is to make sure the whole house is clean! They should do the laundry, mop up any puddles, rake the leaves, get the mail, pay the bills, clean toilets, sinks and showers, clean the counters, etc. They are in charge of repairing any broken objects as well. They cannot leave the lot.
SKILLS ALLOWED TO LEARN: Handiness

Note: They aren’t allowed to learn any other skills besides their allowed skills, except for the mentor, however, they may only learn the other skills through reading.

“Jobs” for Teens and Younger:
Infants: The only job for infants is to keep them happy. You may not let them get taken away from the social worker! That would mean an un-pure, evil person touching one of your babies; AND in the process going on your lot and taking them away, too! Therefore, you must keep them happy.

Toddlers: Toddlers need to the same thing as infants (to be kept happy) with some additional tasks. They should be taught at least one toddler skill (meaning either walking, talking, or potty training), and either (not both) xylophone or the logic blocks. You may teach them more than that, but that’s your choice and not required.

Children: Once they reach the child life stage, they should be moved out of the nursery and either enrolled in homeschool, or if you don’t have Nraas careers, delete the school. If you have homeschooling, they should get an A. They can work on any skills you want and read random books. Just take some time now to build any skills, because soon you won’t be able to choose what they learn.

Teenagers: This is where this gets complicated. There are three groups of teen “jobs”. The jobs are:

Apprentice: These are the sims who will be staying and taking over to continue on in the household. You can have as many of these as you want (*you MUST have at least two, or one if they are a spokesperson who are able to recruit a spouse, or else you lose the challenge because you won’t have someone to continue the challenge*), but you should keep in my the required amount of missions for every generation. You should roll for their jobs upon them becoming a teenager (see the above jobs for young adults). From now on, they should only learn skills for their future job! During teenagehood, the mentor should make sure to train them in their skills and make sure they get good grades (Must have an “A”). This is an opportunity to make sure they get a leg up on their job! Also, you can try to find a future spouse (if there is any to find).

* = Edit: Ignore that. You no longer need at least two, you only need one: For each generation, you may choose one apprentice to become a spokesperson, while the other ones you must roll for.

Mission: These are sims who will be sent out into the world to brave the task of being full time spokespersons, essentially. They are going to start families, make friends, and all the while teach people love and goodness and raise their children to believe in your group’s cause. There is a required amount per generation, which is listed under the generation’s requirements. They will be moved out once they are young adults. During teenagehood, they should work on getting TWO of the following skills to level five: Charisma, Logic, Athletic, Handiness, Social Networking, and Writing. They also must get an “A” in school.

Evil: These are sims who grew up and developed even ONE of the following traits: Evil, Mean-Spirited, Hot Headed, Insane, Unstable, Grumpy, Kleptomaniac, Commitment Issues, Dislikes Children, Diva, Inappropriate, and Rebellious. If they have one of these traits, they will live in the Therapy Quarters, where they will remain until they reach young adult age or are cured. To cure them, see the job “Therapist” under Young Adult Jobs. They may not interact with anyone unless they are also in therapy or the therapist. Your job is to cure them before they reach young adult. If you cure them, then hooray! You saved them. You can’t keep them because they weren’t properly trained to be an apprentice, but you can send them out as missions, and they’ll even count towards your required amount. However, be careful. If you are using them as a mission and you don’t have a backup and you fail to heal them… you’ll fail the generation! If you don’t heal them in time, meaning they age up while still having bad traits, then you must kill them, because you know they can’t stay with your group as they will taint their minds and you can’t add another badie into the real world! If you get a teen who is “Evil” and you don’t have a therapist, they automatically will be killed as a young adult because there is no one to help them! Also, these sims must get good grades… meaning they get an “A”!!!
Note: If an apprentice or mission or healed Evil who had no bad traits gets randomly assigned a trait upon aging up to a young adult, they must also be killed. So remember to get them good grades!

Trials:
Trials occur when a sim breaks a rule. When a sim breaks a rule, you must roll to see what their punishment is. Roll 1-10.

1-2: The other sims in the group have taken pity on them… No punishment will be given
3-4: The offense was minor …. 12 hours in isolation.
5-8: They have been given the standard punishment…. 24 hours in isolation.
9-10: The group has made an example of them…. 48 hours in isolation.

When the sim is given isolation, put them into the isolation room for the period of time you rolled. Lock the door so no one can get in or out. If they are in the room during meal time, move the plate of food onto the table in the room manually. Once the punishment is over, unlock the room and they may go about their day regularly from there.

If a sim does the following, they have earned themselves a trial and you must roll:
1. They leave the lot when they aren’t supposed to/without permission.
2. They fight with another sim. This is only if they initiate the fight - the other person is not punished.
3. They do a mean interaction with another sim. Only the instigator, not the receiver, will get punished.
4. They cheat on their spouse, girlfriend/boyfriend, fiance, or romantic interest. They only get a punishment if someone catches the cheater, or the person they are trying to cheat with rejects their advancements. If both people in the interactions are cheating, meaning they both have other relationships and they both don’t reject the interactions, then roll for both of them, and have one go to punishment and then when they finish, have the other have their punishment.
5. They gain a skill point that they aren’t allowed to learn (once they become an apprentice and know their allowed skills, they count for this… so children and missions obviously don’t count for this). If they are a mentor and they learn a skill through anything but reading that isn’t their allowed skills, then they also get punished.

If a sim goes to isolation (so if they are spared from going to isolation because of what they rolled, they don’t get a strike), they get a strike. If they get three strikes, they must go to therapy. If they get another, they must go again and the same for their fifth strike. See the Therapist Job above to see what happens in therapy. At six strikes, you must kill them. They are too bad of an influence.

Recruiting Sims:
You should have your spokesperson go around the town (they may only do so by going to residential lots, however), and meet people. You may recruit them if they meet the requirements. If you learn that they have one of the “bad traits” then you must stop talking to them immediately and never speak to them again.

You may recruit sims under the following conditions:
1. They must be young adults and older.
2. They CANNOT have any of the following traits: Evil, Mean-Spirited, Hot Headed, Insane, Unstable, Grumpy, Kleptomaniac, Commitment Issues, Dislikes Children, Diva, Inappropriate, and Rebellious.
3. They must have ONE of the following traits: Good, Animal Lover, Brave, Charismatic, Disciplined, Eco-Friendly, Excitable, Family Oriented, Nurturing, Friendly, Genius, Good Sense of Humor, Neat, Proper, Schmoozer, and Social Butterfly.
4. They cannot be pregnant (You may wait for them to give birth, then move them in) or in a relationship (You can gain a better relationship and ask them to break up with their spouse.)

When you find a sim who meets these requirements, you cannot add them into the household until your spokesperson is AT LEAST FRIENDS with them and has been given the social interaction to ask them to move in. YOU CANNOT DO THIS USING EDIT TOWN! THEY MUST BE ASKED IN PERSON! Once you have them moved in, they must be in the isolation room for 10 hours to cleanse themselves of any evil they have been exposed to. You may not use any of the money they bring in. Take note of the money you have beforehand and then reset it to that once you move them in. This is because they may have gotten it through non-pure ways, and so you can’t use the non-pure money! You cannot bring anyone else with your recruited sim, even if they have children!
Now that they have moved in, they can be used to sire more children and get married. This is really good if you need to spice up your gene pool. As for their job, it must be rolled for like always. They may keep their current skills, but they MUST quit their job and from now on, may never leave the lot (unless they’re a spokesperson) or gain any disallowed skills.

YOU MAY ONLY RECRUIT A SIM ONCE A WEEK! NO MORE THAN THAT!

Friday meetings:

The group must hold a meeting every week on Saturdays in the meeting room. It must last for at least 3 hours. Only young adults and older must attend. In the meeting, have your sims socialize with each other, and while they are talking, roll to see if they decided to implement a new policy that will start on Sunday, and will last through the week, and will end when the next meeting happens. Roll 1-20.

1: No policy will be implemented this week.
2: The sims of your group have watched on the news about how the other sims of the town are rioting and protesting a new town law! The group is skeptical that any of the town members are good, and so they want to ban anyone from joining the group. No one may be recruited for the next week.
3: The sims of your group are worried about food. It seems you are running low on food and your crops aren’t growing quickly enough. The group has decided to allow the groundskeeper(s) or cook(s) to leave the lot to go to the grocery store to buy new food. They can go anytime in the next week, and buy whatever they want as long as they have enough money.
4: Some sims have been complaining that there isn’t enough reading material to go around. Therefore, the group has allowed the mentor(s) to go to the bookstore to get some books. They can go to the bookstore anytime in the next week, and buy any books they want as long as they have the money to do so.
5: Your sims have decided that technology is what is making this world so bad. For the next week, no one is allowed to watch tv, use a computer, cell phone, stereo, or any other electronic device (kitchen appliances and sprinklers aren’t included in this).
6: No policy will be implemented this week.
7: Your sims decide that your children aren’t getting a sufficient amount of education. For the next week, any sim that is a toddler this week must be taught ALL THREE of the toddler skills, not just one. Also, they must learn both the xylophone and peg box instead of just one of them. (Note: If they turn into a toddler before wednesday of this week, they still count towards this. Also, even if the week ends before a toddler can complete these goals, they still have to do them even after the policy is gone.) Any sim that is a child this week MUST gain at least 2 skill points in any skill they want by the end of the week. Once this policy is gone, toddlers that weren’t toddlers during the week (meaning when new babies age up) will only have to do the normal requirements.
8: Your sims decide that your group isn’t socializing enough. On monday, wednesday, and friday of this week, you must devote three hours to getting your sims together to socialize in the meeting room. All sims, even teens and younger, must attend.
9: Your sims are feeling like the adults in the group need to be re-educated in some things. They are already forgetting some of their education, and need to be reminded of it. All young adults and older must read 3 NON-SKILL books completely by the end of the week.
10: The group has heard about the excessive amount of secret (and illegal) bribes and deals that have been going on in the government as of late. Not only that, but the other people in town are going wild over it: the amount of protests and fights in the streets have rocketed, and the town isn’t safe at the moment. Because of this, and your inability to trust the government currently, your group has decided to make it a policy that your spokesperson cannot go outside of the lot to do their job this week.
11: Your sims decide that they are not doing enough for sims on their birthdays. They have decided to implement a policy where a sims birthday calls for a party. Any sim who ages up this week MUST have a birthday cake, and all sims must be there in the room when they age up. All sims must have some cake, and every sim should do at least 3 interactions with the sim to wish them a happy birthday.
12: No policy will be implemented this week.
13: Your sims have realized that they are working the elders too hard for their age. For the next week, no elders are allowed to work.
14: Your sims are sick of having bland walls. For the next week, all paintings done by the artisan(s) cannot be sold, but must instead be hung up on the walls.
15: Your spokesperson, on their last mission, met a grocer who supplies food. He is very nice and isn’t like the rest of the world. Your spokesperson has convinced the others to trust him. For the next week, you may buy things from the fridge.
16: Your group realizes that trials are too time consuming and take out from valuable working time. Your sims decide to implement a policy that all punishments are the same. For this week, the policy is that all punishments are that they must be in the isolation room for 24 hours.
17: Your sims have decided that forcing their teens to take on jobs that don’t fit who they are is not okay - and so, for the next week, all sims who age up and become apprentices don’t have to roll for their jobs! Instead, you may choose their rolls. Note: Once the week is up, teens who age up afterwards must roll for their jobs like normal. Also, current apprentices who have already rolled for a job do not count for this.
18: No policy will be implemented this week.
19: Instead of talking about if they should implement a policy this week, your group spent the meeting working on a pitch to give to the government when the spokesperson talks to them. It was really good, and the government liked it! This week, when your spokesperson goes to the town hall, instead of giving your household 1,000 simoleons (1 kaching) give them 3,000 simoleons (3 kachings). How great!
20: Your spokesperson met someone who is a great candidate for a recruit. Your group would be delighted to have them join the household. Create a sim in CAS that has TWO of the recruit traits, and none of the bad traits. You must move them in. THIS DOES NOT COUNT TOWARDS YOUR WEEKLY RECRUIT COUNT (meaning you can still recruit the normal amount.)

THE GENERATIONS: (Note: If it doesn’t say specifically that a rule is in place, then go with the normal rules for that generation)

Generation Zero - “And so it Begins”:
(Begins at the start of the game) Your sims, after graduating from high school, have decided to shut themselves out from the world. They have realized how evil everyone is and so they are skeptical about anyone being good. They hope that the town will see the error of their ways soon enough.
EXTRAS FOR THIS GENERATION:
- At the start of the challenge, your spokesperson can go to the grocery store ONCE to get seeds and stuff like that. After that, they can’t go anymore. ONLY the grocery store though, not the bookstore.
REQUIREMENTS:
1. You must have your sims read a total of 15 non-skill books all together.
2. You must have at least 10,000 simoleons at one point in this generation, doesn’t matter when or if you lose it afterwards.
3. Recruit 2 sims.

***Clarification: The people who are “Generation Zero” are the sims you make in create-a-sim and their spouses… their children are generation One***

Generation One - “Let Them Go”:
(Begins when the youngest of generation one is a young adult) Of course your sims knew it wasn’t going to happen in a day. But you hoped it would happen faster… your sims have decided that their plan to send out missions is going to happen. Upon generation one becoming young adults, this generation starts and you should send out your missions. There should be three of them.
EXTRAS FOR THIS GENERATION:
- Because you now have missions out in the world, you can now begin having the spokesperson check in on the missions… have the spokesperson check in on the missions once a week. They should spend at least 3 hours at each house containing a mission.
REQUIREMENTS:
1. You must have at least 3 missions (upon turning generation one into teenagers, these should be turned into missions, NOT generation one’s children!!!)
2. You must have 3 sims max a skill.
3. Recruit 2 sims.

Generation Two - “We are Actually Helping”:
(Begins when the youngest of generation two is a young adult) It seems like sending out missions has helped tremendously! The three that you sent out in the previous generation spread the word like wildfire but now their word is old news. Your sims realize they must send out more for this to work. You will now send out five missions.
EXTRAS FOR THIS GENERATION:
- Because you now have missions out in the world, you can now begin having the spokesperson check in on the missions… have the spokesperson check in on the missions once a week. They should spend at least 3 hours at each house containing a mission.
REQUIREMENTS:
1. You must have at least 5 missions
2. Have your spokesperson be “friends” with everyone in the household.
3. Recruit 2 sims.

Generation Three - “The Rise Begins”:
(Begins when the youngest of generation three is a young adult) The town is getting safer and safer as the days go on. Your sims decide that five missions is too much, but three is too little. Therefore, four is the number of missions you should send out into the world.
EXTRAS FOR THIS GENERATION:
- Because you now have missions out in the world, you can now begin having the spokesperson check in on the missions… have the spokesperson check in on the missions once a week. They should spend at least 3 hours at each house containing a mission.
- Because the missions and your spokesperson did so well in making the world safer, your spokesperson may go to parks and town festivals as well as residential lots (no other lots though) to go and seek out recruits.
REQUIREMENTS:
1. You must have at least 4 missions.
2. Have your spokesperson meet a friend… they can’t have any bad traits, but you can’t recruit them either… have them become “Good Friends” with them.
3. Recruit 3 sims.

Generation Four - “Pure and Good”:
(Begins when the youngest of generation four is a young adult) The town has reached an all time high! There hasn’t been a protest, murder, theft, or fight in 2 years! At this rate, the goal will be achieved quicker than your group hoped it would! You decide to be on the safe side, though, and still produce 4 missions.
EXTRAS FOR THIS GENERATION:
- Because you now have missions out in the world, you can now begin having the spokesperson check in on the missions… have the spokesperson check in on the missions once a week. They should spend at least 3 hours at each house containing a mission.
- Because the missions and your spokesperson did so well in making the world safer, your spokesperson may go to parks and town festivals as well as residential lots (no other lots though) to go and seek out recruits.
- You can now have your spokesperson only spend 2 hours in isolation after coming home instead of five hours.
REQUIREMENTS:
1. You must have at least 4 missions.
2. Have your spokesperson meet a friend… they can’t have any bad traits, but you can’t recruit them either… have them become “Best Friends” with them.
3. Recruit 2 sims.

Generation Five - “It all Came Crashing Down”:
(Begins when the youngest of generation five is a young adult) … Oh no. Unfortunately, the newest generation has forfeited the ways their parents adopted. Murder and Theft are rampant in the streets and evil has returned. Your group fears for your missions safety and are too afraid to send their missions out into the world. Your group understands how important it is though and so they decide they will send two.
EXTRAS FOR THIS GENERATION:
- You can no longer have your spokesperson visit your missions. Outing them as missions could endanger them… they will continue to operate, of course, but do so in a more secretive manner.
- Your spokesperson can no longer recruit from parks and festivals, they must recruit the way specified in the above sections.
- You must now have your spokesperson spend 10 hours in isolation after coming home, as evil is rampant out in the world and they must spend more time cleansing themselves.
- Your spokesperson endangers themselves every time they go out. They can, from now on, only go to the consignment shop 2 times a week instead of 3.
REQUIREMENTS:
1. You must have at least 2 missions.
2. You must have 3 sims max a skill.
3. Recruit 1 sim.

Generation Six - “The Healing Process”:
(Begins when the youngest of generation six is a young adult) Things are getting better, but the healing process from the horrors of Generation Five is slow-going and gradual. The town is safer, though, but your group still wants to take precautions. They decide to up the amount of missions, seeing that this is a good time for them to advertise the cause, when everyone is melding into a new way of life.
EXTRAS FOR THIS GENERATION:
- You can now have your spokesperson visit your missions again! (Once a week, for three hours.)
- Instead of 10 hours in isolation, your spokesperson must spend 7 hours in isolation. While evil is still present in the world, the world is getting better slowly and the cleansing time doesn’t need to be as long.
- Your spokesperson no longer needs to take massive precautions. They can, from now on, go to the consignment shop 3 times a week (the normal amount) instead of 2.
- Unfortunately, the world has been damaged too much for your spokesperson to continue going to parks and festival lots. They still can’t go.
REQUIREMENTS:
1. You must have at least 3 missions.
2. Have your spokesperson become GOOD friends with 3 people who you don’t recruit (can’t have evil traits, though!)
3. Recruit 2 sims.

Generation Seven - “There was Paranoia”:
(Begins when the youngest of generation seven is a young adult) The healing process from what happened two generations before is almost complete, but even still, your group is skeptical and afraid to trust the outside world. In fact, because everything is getting so much better, they are afraid it’s all going to crash down again. They don’t want to risk missions on a hopeless world, but they know they sort of have to. They’re going to send 2, as that is a small but still acceptable amount to send.
EXTRAS FOR THIS GENERATION:
- You can obviously have your spokesperson visit your missions! HOWEVER… you won’t be visiting them for that long. The group wants a short and sweet visit, as they don’t want it to be completely obvious that they are missions… they are afraid they’ll be attacked if people find out. Visit them for 2 hours instead of 3.
- Your spokesperson must STILL spend 7 hours in isolation. Your group is paranoid that the whole world is secretly evil and so even though your spokesperson truly only needs 5 hours in isolation now, they would rather be safe than sorry.
- The world is better now, and your spokesperson may have been able to go to the parks again, but your group’s paranoia is too strong and so she/he can’t do so.
- OH MY! Your group has put extra restrictions on recruiting sims, in order to make 100% certain that they can trust those sims. From now on, recruits must have no evil traits and TWO good traits.
REQUIREMENTS:
1. You must have at least 2 missions.
2. Have every person who was born into the house and was an apprentice become “friends” with your therapist.
3. Recruit 1 sim (remember the new restrictions!)

Generation Eight - “It’s all Doubled”:
(Begins when the youngest of generation eight is a young adult) This is so great! It looks like some miners found a quarry filled with so many resources for the town… there’s gems, rocks, seeds, and more! They have doubled the intake of gems and rocks, and so they’ve essentially doubled the intake of money and resources to the town, and with it doubled everything! Because of this special find, your sims are too happy and have shifted their attention away from their paranoia to making their lives better.
EXTRAS FOR THIS GENERATION:
- You can have your spokesperson visit your missions normally now! (Once a week, for 3 hours.)
- Your spokesperson will now go to isolation for only 5 hours once again (finally!)
- There is no longer restrictions on recruits.
- This is fantastic! With the new income of money, the government is willing to give your group DOUBLE what they have given you every time you visit! You get 2,000 simoleons every time a spokesperson advocates. (If you get the policy roll that says you get 3,000 simoleons, then you get 3,000 simoleons, with no double.)
- You will now get DOUBLE the policies every week! You will now roll twice upon having a saturday meeting. Therefore, if you get the roll that says you get to go to the grocery store AND the roll that says you get to go to the bookstore, this week you can go to both! However, you cannot get the same roll twice. So if you get the one that lets you get to the grocery store TWO TIMES you can roll again for a different number. If you get “no policy” twice, then you just don’t have anything for that week BUT ONLY IF THEY COME FROM DIFFERENT NUMBERS! For example, if you roll 1 twice, you need to roll again for a different number. If you get 1 and 6 (or a different combination of “no policy” rolls) then you just don’t have anything for that week. If you get both a “no policy” roll and a policy roll (ex: the grocery roll) then you only have one roll for that week.
- Because everything is DOUBLE this generation, you need to have four missions this generation since the last one had 2. Also, since there was 1 recruit last generation, this time you need to have 2.
REQUIREMENTS:
1. You must have at least 4 missions.
2. Collect 10 gems and 10 rocks (You can have your spokesperson do this at parks and things like that.)
3. Have 2 recruits.

Generation Nine - “A Heartbreak Beyond Words”:
(Begins when the youngest of generation nine is a young adult) It was late at night, and everyone was sleeping. The eldest of the group was snoring, and the teenagers were having dreams of the next day. Tomorrow they would become young adults, the ninth generation! Some would finally see the outside world, and some would become the heirs to the group, raising the next generation of children. Nonetheless, the were all excited! However, as they were having their last sleep as minors, a hooded figure in black picked the front door’s lock. He or she crept inside and committed one of the most foul crimes ever: When the newly young adults awoke that morning, everyone from generation eight was dead… one of the evil people has killed them in their sleep. Their children were devastated. However, they knew that this was what they had been fighting against and so the missions left to spread the word while the apprentices began the start of rebuilding what they had lost. As for the outside world, the doubling had worn off and the world was fairly normal.
EXTRAS FOR THIS GENERATION:
- You can still have your spokesperson visit your missions normally. (Once a week, for 3 hours.)
- Any doubling in the previous generation is gone. You will have only one policy per week and get the normal amount of money from the government.
- Since they were killed, you must find a way to kill off all of the people who were born under generation 8 or earlier that are still alive.
- Your group is determined to find the person who did this to their parents. You should create someone with the following traits: Evil, Rebellious, Mean-Spirited, Charismatic, and Animal Lover. They should be living alone. Your sims find out it is them who did this and do not want to take revenge, especially since they have two good traits! Your spokesperson is going to slowly heal the evil person. You may trade out their Mean-Spirited trait upon becoming best friends with the person. You may trade out their Rebellious trait upon the same spokesperson reaching level 5 in the charisma skill. You can trade out their Evil trait upon that spokesperson also reaching level 10 in the charisma skill. All of these must be replaced with either neutral or good traits. Once you have healed him, you may decide to take him in or leave him be (she/he counts as a recruit!!!)
REQUIREMENTS:
1. You must have at least 4 missions.
2. Have a spokesperson and heal the man who killed the people of Generation 8.
3. Have 2 recruits.

Generation Ten - “Here We Bid Farewell”:
(Begins when the youngest of generation ten is a young adult) The world is finally seeing how true your founders’ words were. The government has implemented laws and policies and programs to help stop evil once and for all. The world is starting to become more and more peaceful. You cannot be sure that this will last forever, and so your group is going to stay inside for one more generation to see if this is permanent and/or long lasting. However, they are a little more trusting of the outside world.
EXTRAS FOR THIS GENERATION:
- You can still have your spokesperson visit your missions normally. (Once a week, for 3 hours.)
- Your spokesperson, since the world is getting better, must only be in isolation for two hours after returning home.
- One of the government’s ways to help improve the world is to offer your group more money. Your group accepts this offer, and now you get 2,000 simoleons every time you visit the government (If you get the policy roll, then get the 3,000 INSTEAD of the 2,000… NOT in addition to)
- With the realization of what they did with the criminal last generation, your group realized they can now heal and recruit people with ONE evil trait. If they only have one, and you become best friends with them, you may change the trait. If they have two or more, you must stay away.
You may recruit people from the park and festival because the world is better now!
REQUIREMENTS:
1. You must have at least 3 missions.
2. Heal 3 people.
3. Have 3 recruits.

THE CHALLENGE ENDS WHEN THE FIRST CHILD OF THE ELEVENTH GENERATION IS BORN!

Once the challenge ends, you may continue with the “normal” rules above (meaning non-generational rules) or just play as a normal family… or you can just stop playing them. Whatever you’d like!


POINTS (optional):

GOOD:
+20 points per generation successfully completed
+10 per skill maxed
+5 per every EXTRA mission sent out (only get points if you send out more than required amount)
+2 per apprentice
+3 for every evil child you successfully healed
+5 if you had one of every job by the end of the challenge
+1 every time someone ages up
+6 for every person who dies of old age
+3 for every EXTRA person recruited (only get points if you recruit more than required amount)

BAD:
-20 for every child taken by the social worker
-5 for every time someone is put in isolation for a CRIME (not because they were spokesperson and came back home)
-10 for every person who dies before old age (not including generation 8 when they were murdered)
-3 for every trait which you can’t choose
-15 for every generation unsuccessfully completed
-1 per cheat used without permission
-7 if you send your children to school instead of homeschooling or deleting the school
-5 every time you unsuccessfully treat an evil child
-1 for every day you keep the evil child alive after he/she ages up into a young adult

meowcatmeowkitty
8th May 2016, 6:43 AM
This challenge looks interesting. Two things are nagging at me, though.

The first is a practical consideration. You say a player should roll for the first generation's jobs, yes? That means that a player is going to be missing some jobs to start out with. What do they do if there's no cook, groundskeeper, spokesman, caretaker or housekeeper? Spokesman is my biggest concern. If you don't roll one, don't you fail the challenge automatically, since you need two recruits for the first generation and only the spokesman can recruit? Some clarification on that would be helpful.

I'm also somewhat concerned that you seem to consider peaceful protesters to be evil. Many of them (whether you or I agree with them or not) are responding to perceived evils in society. Protesting helped the cause of Civil Rights, after all. Would you consider Martin Luther King evil? True, in a perfect society, protests would be unnecessary, but these protests are likely a response to the corruption and "evil" in society that your main characters are responding to, not an "evil" in and of itself.

As for the rebellious trait being "evil", by shutting themselves away from society and living by their own rules, isn't this group rebelling against society itself?

The idea of killing insane and unstable sims just for being that way is also somewhat disturbing to me. There is some deeply unfortunate real-world history concerning treatment of people with mental disorders. Having these people killed because they're "evil" doesn't make me sympathize with this group or make me think they're the genuine good guys. It makes me think they're ableist eugenicists.

I'm not saying you should take this challenge down, though revising it might be nice, or stop writing challenges. I just think you should think about how challenges relate to the real world and how they might effect people. I can't speak for everyone, but I would be satisfied if you just made it so that these people think they're the good guys, even if they're not objectively good or portrayed as such. If that was your intent anyway, take this as constructive criticism. It doesn't come across that way to me.

SabinaHarrietJ
8th May 2016, 6:35 PM
This challenge is thought out in incredible detail, and I'd be interested in giving it a go. Have you completed it yourself?
That being said, I agree with @meowcatmeowkitty - I think some revisions are in order for a couple of specifics.
How do you decide if a "good" teen will become a Mission or an Apprentice?

deadliongamer
9th May 2016, 12:30 PM
@meowcatmeowkitty
That was kind of my point. The point was for them to be hypocritical. I personally agree with you, my point was that in their perspective, they view all of these things as evil. They view the protesters as bad because they are rebelling, which they consider a bad thing. If that gives you trouble when trying to connect to them, you can choose to take it from another perspective: What if the protestors are the bad kind? The ones that attack people because they're angry? I never said anywhere that they were peaceful protestors. Also, as for the insane and unstable thing, I made it that way because I felt like they would be considered "bad" traits by them because insane sims would be more likely to do a "non-perfect" thing in the eyes of the group. As for unstable, that I had a even bigger reason as the fact that it changes your traits could put the person at risk for becoming evil or mean-spirited. As for the spokesperson thing, I realize that's a mistake. I think to fix that, it can be that you can choose someone to be Spokesperson each generation. I'll edit that above so it's not a problem anymore. Sorry about that. However, I don't think that these mistakes warrant you to tell me to not make challenges anymore. I just want to say that I don't personally agree with the group's behavior, I just thought it would be a unique and cool challenge. I never meant to offend you or anyone else. :blink:

deadliongamer
9th May 2016, 12:35 PM
This challenge is thought out in incredible detail, and I'd be interested in giving it a go. Have you completed it yourself?
That being said, I agree with @meowcatmeowkitty - I think some revisions are in order for a couple of specifics.
How do you decide if a "good" teen will become a Mission or an Apprentice?

Thanks, I'm just at the beginning of starting the challenge, except it might take me a while as it takes me a long time to get through CAS because my game always crashes every few minutes in CAS, and as for the teen becoming a mission or apprentice, that's up to you. Choose the teens you want to play with to stay as apprentices and as long as you send out the required amount of missions, you're fine. I hope that clarifies it. :)

meowcatmeowkitty
9th May 2016, 7:57 PM
@meowcatmeowkitty
That was kind of my point. The point was for them to be hypocritical. I personally agree with you, my point was that in their perspective, they view all of these things as evil. They view the protesters as bad because they are rebelling, which they consider a bad thing. If that gives you trouble when trying to connect to them, you can choose to take it from another perspective: What if the protestors are the bad kind? The ones that attack people because they're angry? I never said anywhere that they were peaceful protestors. Also, as for the insane and unstable thing, I made it that way because I felt like they would be considered "bad" traits by them because insane sims would be more likely to do a "non-perfect" thing in the eyes of the group. As for unstable, that I had a even bigger reason as the fact that it changes your traits could put the person at risk for becoming evil or mean-spirited. As for the spokesperson thing, I realize that's a mistake. I think to fix that, it can be that you can choose someone to be Spokesperson each generation. I'll edit that above so it's not a problem anymore. Sorry about that. However, I don't think that these mistakes warrant you to tell me to not make challenges anymore. I just want to say that I don't personally agree with the group's behavior, I just thought it would be a unique and cool challenge. I never meant to offend you or anyone else. :blink:

Thank you for clarifying that. Portraying them as somewhat hypocritical is fine by me. It just came across the wrong way, then.

I'm sorry if you thought I said I wanted you to stop making challenges. I didn't mean that either. I just know that sometimes people with good intentions go too far and run people off of websites for minor offences and I wanted to make it clear that that was not what I wanted to do. I meant the opposite of "I think you should stop making challenges".

EDIT: Just to add, I don't think challenges should have to show only the best of sim or human behavior. That would probably get boring anyway. I draw the line at endorsement and, in your case, I mistook it for endorsement. It can be hard to tell sometimes, unfortunately.