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The Notebook Legacy

MVWdeZTMVWdeZT Posts: 3,267 Member
I'm calling this the Notebook Legacy because you will need to keep a notebook handy while playing. It's like an ISBI Legacy, in that most of the time you can control only one Sim, your Torch Holder. But every time your household accumulates 10 points (points listed below), you get a "free" day, on which you can control any Sim in the household for 24 Sim hours. Once you've accumulated 200 points (playing on "long"), the torch passes to your Torch Holder's heir, the oldest descendant of that Sim in the household.

You start with a YA Sim, who can be a Sim you've created, downloaded from the Gallery, or a pre-made. You can age down an adult or elder Sim or age up a child or teen. Any Sims or pets that you add to the household have to stay in the household until they die. However, the new Torch Holder can either move out or remain with the parents.

Once you've placed your Torch Holder, go into build mode. Once you've built or modified your Sim's house, write down the household income. Also write down the number of Satisfaction Points that your Torch Holder has.

Because you're playing with aging on long, you may want to age up the younger generation early. You can age up babies when the Torch Holder is good friends with them, children when they've completed all 4 childhood aspirations, and teens when they are in a position to have 3 character traits. If you don't have the Parenthood Game Pack, it's when they have an A, a BFF, and have reached level 3 of a job. Traits can be assigned randomly, with the Pinstar trait selector, or with my "Zodiac" method if you have Seasons.
Zodiac method

Week 1 of Spring -- angelic (toddler), cheerful (child), family-oriented, good, neat
Week 2 of Spring -- angelic (t), cheerful (c), family-oriented, art lover, glutton
Week 3 of Spring -- charmer (t), creative (c), family-oriented, romantic, dance machine
Week 4 of Spring -- charmer (t), creative (c), family-oriented, outgoing, insider
Week 1 of Summer -- clingy (t), gloomy (c), music-lover, dog lover, evil
Week 2 of Summer -- clingy (t), gloomy (c), music-lover, jealous, materialistic
Week 3 of Summer -- fussy (t), hot-headed (c), music-lover, hates children, squeamish
Week 4 of Summer -- fussy (t), hot-headed (c), music-lover, ambitious, snob
Week 1 of Fall -- independent (t), self-assured (c), loves outdoors, cat lover, loner
Week 2 of Fall -- independent (t), self-assured (c), loves outdoors, non-committal, unflirty
Week 3 of Fall -- inquisitive (t), genius (c), loves outdoors, lazy, perfectionist
Week 4 of Fall -- inquisitive (t), genius (c), loves outdoors, geek, vegetarian
Week 1 of Winter -- silly (t), goofball (c), bookworm, childish, foodie
Week 2 of Winter -- silly (t), goofball (c), bookworm, clumsy, erratic
Week 3 of Winter -- silly (t), goofball (c), bookworm, bro, kleptomaniac
Week 4 of Winter -- silly (t), goofball (c), bookworm, mean, slob

Teen and YA traits should be chosen from the last 3 for each week. You can either assign all the traits when the Sim is born, or assign them when they age up. For example, an infant that becomes a toddler during the 2nd week of Spring would be angelic; when it becomes a child during the 1st week of Fall, it would be self-assured; when it becomes a teen during the 3rd week of Summer, it could be squeamish; and when it becomes a YA during the 2nd week of Winter, it could be a bookworm.

Here are the points:
1 for each designated skill level (2 skills allowed, TH only)
1 for each job promotion, school grade improvement, or scouting level gained
1 for each 1000 satisfaction points (TH only)
1 for each new good friend (TH only)
1 for each new enemy (TH only)
1 for each different gold medal party
1 for each trophy, 10 non-skill books read, or voidcritter with a power level of 10
1 for each $10,000 profit from store, restaurant, or vet clinic
1 for every wishing well wish
1 for each character trait upon aging up to young adult
1 or every unique community lot or festival visited for 2+ hours (TH only)
1 for each pet trick learned
2 for every $30,000 added to initial household income
2 for every collection completed
2 for every skill or job maxed and aspiration completed, even toddler and child skills.
-1 for bladder failure
-1 for pass out
-1 for demotion
-1 for each NPC hired
-1 for each satisfaction reward bought (except on free days)
-2 for each club perk bought (except on free days)
-2 for fire (except while exploring Selvadorada)
-2 for fight
-5 for pet or child taken
-5 for death from something other than old age
-5 for divorce
-40 for vampire controlled Sim (-2 every 10 points. If the Sim ceases being a vampire, the penalty is dropped.)


General rules:
No mods, no cheats.
Alien babies from abductions must be kept.
Full autonomy should be on.
Seasons should last 28 days, and extreme weather should be allowed.

You can play several families in rotation this way if you want. Just set up a separate notebook page for each of them.


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