Creek Tales - A Pack Legacy Challenge (Rules and Guidelines)


When Maxis introduced the option of turning packs off and on in game, I was wildly tempted to create a Pack Legacy Challenge for the game. Of course, someone else already did, but as usual, I'm all about creating my own rules based on my own playing style and play badly when others dictate my game, which of course means I'll make the rules up as I go, still there are a few basics.

Basic guidelines I intend follow:

  • I will start with an entirely base game family, the Creek-family (introduced below). They (including the kids) are generation 1 of this challenge.
  • With every new generation at least one new pack (EP, GP, SP or Kit) will be unlocked. That generation then has to truly explore that pack, meaning jobs, looks, decorations, aspirations, traits, skills even deaths should be explored to the fullest by the sims born in that generation.
  • The exception is seasons, which will be unlocked as the oldest child of gen 1, Willow, ages up to a teen.
  • Which pack that will be unlocked will depend on the first trait given to the first child in the next generation.
  • Kits and some stuff packs are treated differently, added as rewards when certain aspirations are completed or certain skills maxed out. Some will be opened together with other packs. 

And some rules (yes, even I have a few rules):

  • Traits will generally be given randomly, with two exceptions. 1) In each family no one should share the same traits, and as far as possible I'll try to randomize between traits not yet played with. 2) A sim of a new generation MUST take traits of a newly unlocked pack if there are any first. 
  • When the first child of the next generation receive their first trait, true randomness applies as that will dictate the next pack to unlock.
  • No CC is allowed, a part from the occasional ad-on pack (separations of items already in game, matching chairs to a sofa or more window options). Even add-ons should be kept to a minimum. This is after all about exploring the packs to their fullest.
  • Mods are allowed, but not those that significantly adds gameplay options (such as career-mods, new aspirations, traits or new gameplay). The purpose here is to explore the options of the packs after all. 

Aging:

I tried normal aging, that didn't go over well, so there is what I am using at the moment (based on a 7 day length of season and 28 day year)

Baby+infant+toddler = 28 days
Child = 28 days
Teen = 28 days
YA = 56 days
Adults = 112 days (for now)
Elders = 56 days

Unlocking Packs:

The main idea is that packs will be unlocked based on personality traits of the sim, with a child sims' first trait being the trigger for which pack to unlock while their aging up to teens triggering the unlocking itself. 

Not all traits are allowed for kids however, and some kits and stuff packs are not large enough in warranting them an entire generations, and these packs will either be tied to a bigger pack or opened in a sort of rewards system.

BG-family: Starting point: 

  • Basegame + Holiday free stuff 

On Willow aging up to teen

  • Seasons + autumn apparel (Chapter 5)

Gameplay unlocks: 

  • Outdoor Retreat was unlocked for gameplay reasons after Candice was cursed (unlocked in chapter 13) 

Generations unlocked: 

  • Gen 2: Growing Together - trait: Cheerful (unlocked in chapter 19)
  • Gen 3: ?

Traits and packs

When the eldest child of a new generation gets their first randomised trait, that will trigger a pack to be unlocked. Once a pack has been unlocked a new list with traits connected to packs will be made to account both for new traits and for removing packs that are already opened. 

Trait

Expansion Pack

Game Pack

Stuff Pack

Active

Snowy Escape

 

 

Active Imagination (only for kids)

Adventure Awaits

 

 

Art-lover

City Living

 

 

Bookworm

Discover University

 

 

Cheerful

Cats and Dogs

 

 

Creative

 

Dream Home Decorator

 

Erratic

 

Strangerville

 

Evil

 

Realm of Magic

 

Geek

High School Years

 

 

Genius

Discover University

 

 

Gloomy

Life and Death

 

 

Glutton

 

Dine Out

 

Good

Get to work

 

 

Goofball

 

Parenthood

 

Hot headed

 

Werewolves

 

Kleptomaniac

For Rent

 

 

Lazy

Island Living

 

 

Loner

Life and Death

 

 

Loves Outdoors

 

Outdoor Retreat

 

Loyal

Cats and Dogs

 

 

Materialistic

Get Famous

 

 

Mean

 

Vampires

 

Music Lover

Get Together

 

 

Neat

 

 

Laundry day

Outgoing

Adventure Awaits

 

 

Perfectionist

 

 

Crystal Creations

Practice Makes Perfect

High School Years

 

 

Self-assured

 

Jungle Adventure

 

Slob

 

 

Laundry Day

Vegetarian

Eco Living

 

 

Squeamish (OR)

City Living

 

 

Reward unlocks - kits and stuff packs: 

  • (Any generation) Completing the bodybuilding aspiration = Throwback Fit Kit
  • (Any generation) Maxing mixology skill = Cozy Bistro Kit
  • (Any generation) Maxing handiness skill = Restoration Workshop Kit
  • (Any generation) Completing the Big Happy Family Aspiration = Toddler Stuff
  • (Any generation) Completing the Painter Aspiration = Art Studio Kit
  • (Any generation) Living in a tiny house for a full sim year = Tiny Living Stuff Pack
  • (Base Game) First generation aging up to elders = Golden Years Kit
  • (Seasons) Completing Freelance Botanist Aspiration = Greenhouse Haven Kit
  • (Seasons) Maxing gardening skill AND flower arranging skill = Blooming Rooms Kit 
  • (Outdoor Retreat) Completing the Outdoor Enthusiast aspiration = Happy Little Camper Kit
  • TBA as I play along



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