Players can choose traits in a variety of ways; most of us probably use more than one approach in the same game, and often enough with the same sim. But which way best describes your priorities? Which one do you go to first, before filling in the other slots with whatever suits your mood or your master plan? We describe our in-game stories and like to show off our sims' looks, but there's not a lot about traits. So I'm curious how other players approach the subject.
How do you pick your sims' traits? 100 votes
My sims are well-oiled machines of productivity, so I select their traits to further their quests to master their chosen skills and reach the pinnacle of their professions.
I'm most interested in relationships, so I pick traits that will make my sims care deeply about their partners, families, and friends.
I'm most interested in relationships, but I choose traits that will cause maximum drama.
I create the sims first (or sneak a quick peek at the toddlers in CAS) and then pick traits based on their looks.
I usually have a story in mind and use traits that will further the plot, whatever it happens to be.
I'm playing a legacy family of some kind, and the kids "inherit" traits from their parents or grandparents.
1 vote
I just hit "randomize" and roll with it.
I just hit "randomize"... a few times, until I get something I can live with.
Wait, we get to pick the traits of our sims? Maybe I should start letting the kids go to school and teaching the toddlers skills and stuff.
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My answer is for my initial sims in a story or save. Children from the initial sims will have one trait that I consider a family trait that they inherit, they will inherit one trait from the parents. The remaining traits will be randomized based on personality, future goals, LTW etc.
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Always "River McIrish" ...and maybe some Bebe Hart. ~innocent expression~
This is more like how I choose traits too. It's never the same just depends on how I feel or what I want to accomplish.
This artist sim sound interesting. What traits that influence painting style did you avoid?
Nowadays, I tend to use NRAAS quite a bit to look at Status > Personal of NPCs including ghosts generated by the black dragon, the ghost gnome, and to look at the personalities of NPCs and inactives. Some of the combinations of traits that I've seen are so amusing, may have LTW I've never played, and seem challenging to play. So I've begun adding such sims which didn't die of old age (bringing them back to life if they are ghosts) to my much more vanilla families through which I rotate. And a bit later move those former NPC sims to their own households so they are in my rotation.
I play high free will -- so situations that develop tend to generate ideas for story flow. So I'm really enjoying this 'other' approach.
True, I end up with sims with odd fashion tastes, peculiar genetics, and exaggerated facial traits. I change very few bits of whatever they arrived with (some ghosts do not have winter clothing, so I change that). I might recolorize their clothing bits, eyes and hair and if it's WA sims such as with an Irish (or similar out of place) surname for that culture, I give them a new name and be sure they have the correct culture assigned to them. I had a Chinese ghost with a roman nose and a surname of McRae, for example -- changed all that and gave her asian culture.
Additionally I have a sort of pet rescue program for ghost pets. If while managing the dead, I find ghost pets, I add them to a family I'm playing and when the ghost appears if it is a red ghost (in pets means they had little satisfaction in their previous life), I bring them to life and give them a better life so they die after their second life with a blue ghost. All blue pet ghosts are returned to the mausoleum.
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My priority is always making money but careers only make-up 3 traits, the other two is determined by the expansion. For example University students need Genius to study Business but not the actual Business Career. So I select 2 traits that I need for my career and 2 for relationships and 1 for study and the last career trait I get for graduating
artistic, can't stand art, genius, grumpy, evil, virtuoso, computer whiz, insane, and neurotic
Anyway, I usually give out traits that are my favorite ones (bookworm, shy, etc.) no matter the sim; however, I also like to give traits from the list that aren’t considered very desirable (like evil, grumpy, insane, kleptomaniac, etc.) because I very much love quirky sims with all the weird traits. They bring so much entertainment to gameplay
But then there's the grumpy, almost all negative ones who haven't figured out the benefits of high quality coffee yet who are essentially backdrops for the others so the contrast is more noticeable. Where it gets most interesting is when a mostly good and mostly negative sim find each other attractive anyway and end up liking each other enough to attempt a relationship.
But I don't necessarily select traits to fit an already decided upon storyline, it's more the other way around, and I have been known to randomize and start from there. I've also been known to cheat some traits away when it turns out they just aren't working as I thought they might. I have a newly added live-in "nanny"/housekeeper in my current household and as much as I find it endearing in other settings, the Absent-Minded trait he started with has got to go. This guy is driving me crazy leaving piles of laundry, garbage, and half-cooked food (probably soon to be piles of babies and toddlers as well once they are born) all over the place, Neat, well-intentioned, and as great an addition to the household he may be for other reasons. If that's the experience I wanted I would have chosen a Butler instead of a new household member.
On Service and Role Sims who will never be played actively, I have no guilty feelings about cheating some traits and even skills their way that are intended to help them perform their assigned duties better.
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His love interest is : Shy(She's nervous to be romanced by the king), Friendly, Esquestrian(sp?), Natural Cook, Neat
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It's a great way to get a random trait you might not care to play, yet still have some control.
Then, sometimes the parents wish for their child to be a genius. So, I might fulfill that wish for them.
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So if anyone ages up, I randomize the button three times and write down the traits and pick from the three that have been randomized.
That something like the way I randomize. I don't necessarily take the first ones that come up. I'll randomize and choose from the ones that came up. How many times I randomize depends on what traits come up. There are some I absolutely will not allow my sims to have. For example, I find the behavior of insane sims extremely annoying, and that's putting it mildly. So I randomize until I get a trait/traits I can live with.
I guess it shouldn't be surprising that the randomize button gets so much use, though, since most of us have played TS3 for years. Picking the same positive (or positively entertaining) traits over and over can get boring, and there are so many trait-related quirks and interactions we might miss if we stuck to the same patterns. Plus, having to account for a more... difficult... personality can make gameplay much more interesting than if everything always went smoothly.
Thanks for voting and commenting, everyone, and I hope you're all enjoying this thread as much as I am.
That's the reason I started randomizing sometimes too - because after playing for a couple of years, it became harder to decide on traits for new sims, because I was tired of the using the same ones all the time, and had no idea which new ones I wanted to try.
If a sim is born in-game, I tend to go for family shared traits more often than if I create them in CAS, I'm not sure why. Maybe it's because in CAS, I have more control over creating a family resemblance with their looks, but not so much when a sim is born in-game (outside of cheating), so I go for inherited traits to give a family resemblance. Toddlers and children will get traits that match one of the main family traits or personality. So a genius family will get inquisitive toddlers more often and they'll usually grow up to become children with the mental aspiration. Silly toddlers might grow up to have the goofball trait.
Other times, when I want to create drama in a family, I'll have family members with mirror-image traits. One time, I had a pair of sisters who had opposite traits for everything. One sister was good, slob, family-oriented and the other sister was evil, neat, hates children (I also gave her the fertile reward ). Their house also had the grody lot trait, so it would be dirty more often. There was a lot of tension in that house! They also had two brothers, one who was outgoing romantic and the other was an unflirty loner (I can't remember the third trait I gave them, but they also conflicted). That house was mad!
The other way I'll choose traits is for variety. I think a lot people tend to get stuck on using a few traits repeatedly, so when I feel like I'm using too much of the same ol' same ol' then I'll randomize and let it decide for me. It certainly gives me combinations that I might not have chosen and keeps things fresh.
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Stinky City Toddlers:
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