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Castaway Survivor Challenge

minkydpainminkydpain Posts: 92 Member
Modified challenge based on Fridapearl’s - Sims 3 Castaway Survivor Challenge found here http://modthesims.info/t/593780
I’m re-creating this challenge and I currently have all the packs so if you are missing something you may need to modify.
I have played this for the very first test run over on twitch.
www.twitch.tv/minky_d

BACKGROUND STORY:
Your sims were flying over the ocean on route to an all-expenses-paid resort vacation they won in a contest over the radio when the plane went down and crashed into an uncharted island. The contest winners were not the only passengers on the plane. Both pilots and some of the passengers died on impact. Your sims survived…so far.

There are 18 game rounds in this challenge, some only one sim day long, others several sim days long. Each round has specific rules, challenges, and rewards.
The object of Game: The sim with the most Aspiration Points at the end of the last round wins a trip off the island.

IN-GAME RULES:
1. No changing Aspirations(career-related aspirations are not recommended)
2. No electronics allowed (remember, this is an uncharted island)
4. No bikes. Your sims must walk or run to all destinations.
5. Children/Teens may not go to school. (if you have seasons you can use holidays as a way to prevent them from going to school)
6. Funds are inconsequential to the game. (so pay bills if needed to avoid repo man)
7. No purposefully fulfilling whims unless instructed to do so as part of a round or a reward. If sims fulfill a whim as part of regular gameplay it is fine. But they must do so with natural gameplay. Essentially you want to forget whims exist unless rewarding a sim as part of the challenge.

IN-GAME SETTINGS:
Adjust your options settings to the following: Opt-out of Celebrity Status, turn on whims, life span on long, or turn aging off entirely, autonomy full, turn off the ringer on cell phones, if you have seasons please start the game in the summer with 7 day seasons. You may turn weather off or down (no thunder or blizzards) if you like, or leave it on completely for harder gameplay.

*** NOTE: The game will generate other sims (such as the mailman), etc. Ignore Welcome Wagon! (end the welcome wagon event when it pops up and if necessary send the people away without using a sim to do so) There is no way to turn these things off, so for the purposes of the game, just ignore them or treat them as a hallucination or figment of your sims imagination. 

CRUMBLING ISLE SET UP
(the island in Windenburg)
Wipe (Bull Doze) all the lots from the Crumbling Isle (Windenburg island) and evict residents.
Build or download the following lots, All lots have the off the grid trait!

The Lighthouse lot becomes a TRIBE LOT (residential/home lot) with the following Objects:
Bubble blower
Any indoor/outdoor activities that seem fitting to the theme (like horseshoes, painting easel, musical instruments)
Harvestable plants
Bar
Bonfire
Woohoo items (bushes, showers, closets, beds)
Anything that is off the grid that fits the tribal theme
Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/C95783A4B38211EA88E6311076027851?category=lots&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

Pier Palace lot becomes the CASTAWAY CAMP(residential/home lot). You may only put in trees, bushes, rocks, and plants to make it look natural. You cannot add any skill-building items, or furniture or harvestable of any kind. Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/9784F83AB38111EA84D4311076027851?category=lots&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

Mid Nowhere lot becomes the AIRPLANE CRASH SITE (general lot type) with the following objects
Crashed plane
Fridge (don’t allow quick meals after day 2 for a harder challenge)
Toilet, on the grid, if want to play a harder challenge (if downloaded lot delete extra toilet, both on and off-grid toilets are provided)
Objects that will help make the Crash Site look authentic, like passenger chairs that were thrown out in the crash, corpses (if you have custom content), scraps of metal, wood, etc.
One guitar and violin
Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/1B6E7E2EB38511EA8F98311076027851?category=lots&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

Dock Den becomes the SHIPWRECK (general lot type) – with the following objects:
Shipwreck
Gravestone
haunted, stray cat traits
Bonfire
Objects that will help make the shipwreck look authentic, like treasure chests, discarded cannon, boxes, valuable objects, etc.
Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/FC9DF7E0ADB811EA8197928DC2FFBEEF?category=lots&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

Von Windenburg Estate - becomes THE RUINS (residential lot) and a resting spot found inside old Ruins and the hermit’s home. A well-hidden hermit home may include off the grid living items and must include:
Chest table
“Pond” pool that looks like a pond for swimming
3 log benches
3 log chairs
Firepit
Stray dog trait
Objects that will help make the Ruins look authentic, like plants and flowers, rocks, trees, crumbling buildings (nothing that will shelter a sim), broken vases, etc
Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/A79E7800ED4411EA84E1C2DBEBA66C98

The bluffs become the NATURAL GROVE – with the following objects:
Apple, tomato, basil, onion, noxious elderberry, elderberry, and parsley plants
Fishing pond (this is your freshwater fish)
Firepit
Or you can download the lot here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/E78DA053ADE111EA86F1ECDDFBEAAAF1?category=lots&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

Download or create the following households and place them onto proper lots:

TRIBE - Create a tribe of eight sims. They may have any traits you would like to give them and any ages, but create at least one elder as the chief of the tribe. Or you can download the tribe here:
https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/3C2939EDB38011EA8065311076027851?category=households&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

HERMIT - Create a hermit. The sim can have any traits but I recommend the traits of Erratic, Loner, and Paranoid. Or download this hermit: https://www.ea.com/games/the-sims/the-sims-4/pc/gallery/089D847EB0CA11EA8FE092293C002CB1?category=households&searchtype=ea_origin_id&sortby=newest&time=all&searchquery=minkydpain&max=50&maxis=false

CASTAWAYS - Create 5-8 sims. They can be any age, but you can have only up to 1 child/teen sim and, or 1 elderly sim. No pets, however, you can acquire wild or stray pets during gameplay if you have enough space in your household. No more than 1 established relationship (siblings, parent/child, spouses). When assigning traits to sims you may randomize, or try to give sims traits that make surviving on the island easier, or harder it’s up to you.


Post edited by minkydpain on

Comments

  • minkydpainminkydpain Posts: 92 Member
    edited September 2020
    Now that you have your World pre-staged, your In-Game options and settings configured, and your Castaways made you can begin the challenge.
    All rounds start and end at 8 am.

    ROUND ONE – Survive!
    It is day one. Your sims have just come to the realization that their plane has crashed and they have gathered together a safe distance away from the crash site. They have no idea where they are, or how many of them have survived. They are growing emotional, hungry, and tired.
    The object of this round is to simply make it through the night alive and ends on day two (that following morning). YOU MAY NOT COMMAND YOUR SIMS TO DO ANYTHING THIS ROUND. They must survive on their traits and emotional states alone for 24 sim hours.
    Rewards: The sim with the highest Aspiration Points (if tied, decide who is the most well cared for) in this round may fulfill one whim.

    ROUND TWO – Search and Salvage
    It is day two. Your sims, hopefully, have survived a terrible, long, and sleepless night. But the sun has come up, on the horizon and they are ready to put their survival skills to the test. They will return to the crash site to search for any missing survivors and salvage any useful items from the plane.
    Have all of your sims visit the Crash Site. They will automatically want to use the toilet and get food from the cooler once they get there. Note the first to the toilet and the first to the fridge. After each sim has done this on his/her own, delete the fridge and toilet. Then have them return to the Castaways’ lot.
    Set up base camp. Now that you are back at the Castaways’ lot, you may now command your sims to eat, relax, nap, sleep, and use the toilet ONLY. Your sims will be tired and hungry and likely overheated or dripping wet, so you may also command them to light a fire and warm themselves, or cool themselves off (change clothes).
    You may now visit the Crash site at any time. You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot: (I recommend only just enough places that every sim can either sleep or nap, but not both).
    1 fire pit
    3 chairs or sitting stumps/rocks
    tent(s)
    1 Lounge chair
    1 fridge (same as the one deleted from the Crash Site)
    1 toilet (same as the one deleted from the Crash Site)
    The object of this round is to fulfill their immediate survival needs and ends on day three. Your sims may now access the Crash Site lot at any time throughout the challenge.
    Rewards: The first sim to use the toilet on the Crash Site may add and fulfill one whim. The first sim to access the fridge on the Crash Site may fulfill one whim. The first sim to go to sleep on the Castaways’ lot may fulfill one whim. The first sim to wake fully rested may fulfill two whims.

    ROUND THREE – Fish and Forage
    It is day three and although they found no further survivors at the crash site, your sims did meet their immediate basic needs and established a base camp using the items salvaged from the plane. They have shelter and are well-rested, but the food won’t last long. With no way of knowing how long it will be until they are rescued, they will need to find freshwater and other food sources.
    You may explore the island, discover harvestables, collect water (if using the on-grid toilet this may be important), and go fishing. Select half the sims to fish. Once there, command them to fish. Once they have finished fishing, have them return to the Castaways’ lot. Have other sims harvest once they have finished harvesting, have them return to the Castaways’ lot. Your sims need to learn new skills. You may now also command your sims to fish, harvest, collect frogs, and to gift fish and vegetables to other castaways only. YOU MAY NOT COMMAND THEM TO PLANT. You may also command your sims to make things on the woodworking bench, they may use anything they make, except you may NOT make planter boxes/pots until round eleven.
    You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
    1 fish tank to store fish
    Woodworking bench
    5 objects that will depict fishing and, or food foraging activities, like baskets of fruit or vegetables, containers for gathering food, knives, or fishing gear, etc.
    The object of this round is to learn to fish and find food. This round takes 3 days and ends on day six.
    Rewards: The sim with the highest count of fish may fulfill one whim. The sim who harvests the most food may fulfill one whim.

    ROUND FOUR – SOS And Bonfire Party
    It is day six, living conditions have improved, but with food and water rations, and limited furnishings and amenities, there is constant competition. Tensions are high and your sims need to chill out because they want OFF THE ISLAND NOW!!!
    Your sims visit the Airplane Crash Site and collect the guitar and violin. Then visit the Shipwreck lot and spell SOS on the beach, after which, they have a bonfire party. Your sims need to lighten up.
    You may now command your sims to sing, dance, play the guitar or violin, tell ghost/funny stories, tell jokes and secrets, and other entertainment actions during the bonfire party. You may now visit the Shipwreck at any time.
    The object of this round is to relieve tensions and lift spirits and ends on day seven.
    Rewards: The two sims with the lowest Aspiration points may fulfill two whims each.

    ROUND FIVE – The Day After
    It is day seven. Your sims really let loose last night! A good time was had by all, but the mess has gotten out of control. Time to clean up their act.
    Have your sims clean up all the dishes and garbage on the lot. Clean the toilet. Take a shower. Change outfits. Select one or several sims to clean everything up. Have each sim take a shower.
    Your sims have a lot of work ahead of them. You may now command them to clean up, wash dishes on the lot, shower, and change outfits.
    You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
    1 bonfire
    1 sink (choose on the grid if you’d like more difficulty)
    1 shower or tub (choose on the grid if you’d like more difficulty)
    (optional) Clothesline, hamper, washtub
    The object of this round is to clean the lot and reduce bad smells, hopefully increasing your sims happiness. This round ends on day eight.
    Rewards: Most sims like a tidy lot, and although no one likes to get stuck with a dirty job, the rewards far outweigh the efforts! Each sim fulfill one whim. Each sim may buy one small decorative object (found rummaging through the Crash Site debris) that you feel best reflects their personality.

    ROUND SIX - A Hunting We Will Go
    It is day eight. The island may be beautiful, but living on it is no walk in the park. Your sims spend the majority of their days fishing and harvesting, cooking, and when they aren’t doing that, they are endlessly scavenging for things and ways to make island life, a little bit easier.
    Scavenge the island for the following items:
    spot a ghost at the Shipwreck lot
    collect 3 crystals
    collect 3 metals
    pick flowers
    spot one of the “Others” (any of the tribe or hermit) on common ground
    pet stray animal
    catch a rare fish
    fulfill one whim for each of your castaway sims.
    The object of this round is to complete the scavenger hunt and acquire useful objects and lasts for five full sim days, ending on day thirteen.
    Rewards: Your sims may now adopt stray animals (if you have enough room in your household). You may also add:
    A small mirror (found at crash site)
    A grill (barrel grill suggested, can pretend sims found the barrel at the shipwreck and made it)
    Two counters

    ROUND SEVEN– Map the Island
    It is day thirteen. Your sims are relaxed and ready to take it to the next level. In addition to putting out an SOS, they have decided to map out the perimeter of the Island and do a little exploring. After all, they may not be in the best location to be discovered by a search party.
    Select 3 sims (I suggest using a number generator or something to randomly select these) to walk the perimeter of the island. Your sims have a long and taxing journey ahead of them. Have them take a tent with them. Find the cave to The Nature Grove and stay there long enough to fish, and gather new harvestables. You may command them to fish, eat, sleep, sit, swim, walk, run, gather, and collect. Your sims may not put the lot furnishings or fire pit/grill in their inventories as they may need to stop here again in the future.
    If they come across any lots or encounter any outsider sims along the way, take note that they exist, but do not command your sims to visit or interact with them. You may now go to the Castaways lot, the Airplane Crash, the shipwreck, and The Nature Grove.
    The object of this round is to acquire knowledge of the island and improve inventory supplies. This round ends on the day after sims arrive back at camp.
    Reward: You may add a bee, or bug boxes to your Castaway lot. The adventuring sims may fulfill two whims each.

    ROUND EIGHT – A Celebration Feast! (If you have seasons, make this day Winterfest.)
    Your adventuring sims have returned home. They have discovered many things and brought home the spoils of their adventures to share. They have stories to tell and decisions to make. Knowledge of other humans on the island holds great expectations and also great apprehensions.
    You may now command your sims to cook. Select two sims to cook two separate dishes and call everyone to supper. Have your sims tell stories.
    The object of this round is to acquire cooking skills and establish the others. This round ends the next morning.
    You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
    1 off-grid stove
    1 holiday decoration item
    Rewards: All sims may fulfill one whim.

    ROUND NINE - No One is Coming
    Your sims have been castaway for so long now, they have completely lost track of time. They’ve mapped the island, considered new rescue strategies, and it’s been days since they put out an SOS…but no one is coming. With heavy hearts, they decide it is time to put down more permanent roots.
    Sims take the time to learn how to craft objects to use for long term living. Must get at least 1 sim to level 6 in handiness. The team will have to prepare for the unknown. You may now command your sims to choose and read a basic skill book.
    Buy each sim one of these basic skill books:
    Handiness
    Gardening
    Cooking
    Baking
    Fishing
    Fitness
    Herbalism
    Logic
    Charisma
    The object of this round is to learn basic skills, make things for living long term (get handiness up). This round will last either one day or as many as needed to get at least sim’s handiness to level 6.
    Rewards: You may add one (1) small bookcase. Any sim with a handiness level of 6 or more may fulfill one whim. Any sim that gained any levels while reading during this round may fulfill one whim.

    ROUND TEN - Permanent housing
    Your sims now have some skills to build more permanent housing. Build 2-3 small simple sleeping structures on the lot (no more than three sims to a structure). Build a community cooking shelter (can be open or enclosed), Must have 1 dining table and at least 1 chair for each sim, made on the woodworking table. 1 or 2 outhouses, sims can now have privacy while taking care of body functions.
    You may add the following objects (the choice is yours because money doesn’t count) to your Castaways’ lot:
    Up to 3 beds per sleeping structure
    1 desk and 1 chair per sleeping structure
    up to 4 counters for the cooking structure
    up to 4 overhead storage cabinets (can be open shelves or cabinets) for the cooking shelter
    1 sink for the cooking structure
    add a second toilet, tub/shower, sink or an additional all in one bathroom to the lot
    paints, shrubs and flowers, and objects to make it look authentic
    The object of this round is to put down roots and ends the morning after you complete the rebuild.
    Rewards: Checkpoint. Check the Aspiration points for each sim before the upgrade and after. Now calculate the difference. Some sims will be happier with the decision to settle in, while others will not. Learning to be adaptable to one’s situation can be a huge asset in times of trouble. Fulfill two whims for the sim with the biggest improvement(or highest aspiration points total if no changes) – Good Attitude!

    ROUND ELEVEN – Let it Grow!
    Your sims have grown tired of making long treks through the jungle to harvest vegetables and fruits found in the grove. A few of your sims have naturally green thumbs, and others are good at gathering; it’s time to put in a garden.
    You may now command your sims to plant, water, weed, talk to, and tend their gardens. You may also have sims make planter boxes/pots on the woodworking bench. Have two sims (preferably two that have acquired a basic level gardening skill) gather “seeds” from the Nature Grove or nearby surroundings and plant them. Water and tend them. You may add paints, shrubs, and flowers to your Castaways’ lot.
    The object of this round is to acquire gardening skills and increase harvesting. This round lasts for around 3 sim days.
    Rewards: You may add the second and third volumes of the gardening book to your lot.

    ROUND TWELVE - Meet the hermit
    Your sims cannot explain it, but there have been times they could sense someone secretly watching them from The Ruins a short distance away from the cave. The area is too flat for any inhabitants, except maybe the strays, which caused a lot of speculation. They now believe it was the others….or was it?
    Have all of your sims visit the Ruins and introduce themselves to the Hermit. May go inside the hermits home and retrieve the chess table.(delete it) Return to your Castaways’ lot. Add a chest table to your camp. You may now command your sims to perform any and all social actions as well as play with the chess table.
    The object of this round is to establish the hermit and lasts one day.
    Rewards: Your sims can say anything they want. The sim with the highest relationship with the hermit may fulfill one whim.

    ROUND THIRTEEN – The Beating Drums
    Your sims have been awakened in the middle of the night by the sound of beating drums. Your sims follow the sound of the beating drums to discover a native tribe living deep on the island. They are fierce and strong and they clearly do not speak Simlish! Your sims will need good negotiating skills.
    Your sims have learned more about the tribe. Buy books 2 and 3 in the charisma skill. Have sims work on their charisma skill, with the mirror, talking to other castaways, or reading charisma skill books. You may now practice speeches in the mirror.
    The object of this round is to learn the charisma skill and lasts one day.
    Rewards: You may fulfill one whim for sim has the most charisma skill.

    ROUND FOURTEEN - Trading with the tribe
    Your sims noticed when they met the tribe that they had food and plants that they haven’t seen on the island before. Your sims have decided to try and trade with the tribe.
    Have your sims introduce themselves to the tribe Chief and other tribe members. Your sims must each gift an item that they either got from the nature grove or an item they made to a tribe member. In return the tribe allows them to harvest plants from their land.
    The object of this round is to improve friendship with the tribe and increase harvestables and lasts one day.
    Rewards: The sim with the highest relationship with the tribe’s chief may fulfill one whim.

    ROUND FIFTEEN – A new friend
    Your sims have put forth a valiant effort but had no luck in flagging down a large ship or plane. They decide to invite the hermit back to their base camp to find out what they can about where he/she came from.
    Invite the hermit back to base camp. Shower the Hermit with attention and gifts. Each sim must have three social interactions with the hermit to try to get to know him/her better. Each sim must give the hermit one gift to show their appreciation for giving them the chest table. Your sims may not ask the hermit to leave; the hermit will leave when ready to.
    Your sims were successful in discovering the hermit was born on the island. Their parents had been tossed out to sea while sailing during a severe storm and got stranded on the island. One day, when they were five years old, their parents took the sailboat out to watch for passing planes or boats and told them they would be back soon. They watched for them days, but they never returned. Then, one day their parents washed up on the shore, and they knew they had drowned at sea. The hermit never learned to play chess.
    The object of this round is to improve social skills and befriend the hermit The round lasts one day.
    Rewards: Fulfill one whim for each sim on your team.

    ROUND SIXTEEN – Full Moon
    It is 7 PM the following evening. The sky is clear, the moon is bright. Who knows the mysteries under the dark of night? Bathed by the moon, surrounded by the tides, one creature lurks, while another hides! Sims have been known to do many strange and wondrous things under the hypnotic effects of an entrancing full moon.
    Have your sims do the following things:
    Get two (2) sims to WooHoo in the tent
    Get one (1) sim to acquire or make friends with a wild animal (stray cat or dog)
    Get one (1) sim to find and eat a 3 “wild” mushrooms
    Get one (1) sim to eat everything in their inventory
    Get three (3) sims to go skinny dipping in the moonlight (pool at The Ruins)
    The Object of this round is to go crazy and lasts one day.

    ROUND SEVENTEEN – Sacred Ceremony
    The day your sims have been dreading has finally arrived. The Tribal Chief has requested your sims presence to a sacred ceremony. None of your sims wants to go; they do not want to end up the sacrificial lambs, or worse, end up on the menu! On the other hand, they don’t want to insight a war by insulting the Chief’s generous invitation – no matter what the motives.
    Visit the Tribal lot. Offer a gift. Engage in the activities. Return to the Castaways’ lot.
    Visit the Tribal lot (you may want to form a group for this). Have each sim make a generous gift of rare items (crystals, metals, frogs, fish, harvestables, craftables). Have each sim use the bubble blower. Have your sims randomly engage in the activities suggested below:
    eat/drink
    indoor/outdoor activities:
    eat harvestables growing on the lot
    Dance around bonfire
    WooHoo
    Tell stories
    The object of this round is to establish alliances and relationships. This round lasts one day.
    Rewards: Your sims have pleased the Chief by bringing a gift and participating in all of their ceremonial events. He will spare their lives, grant your sims peaceful residency, and help one (1) of your sims get off the island!

    ROUND EIGHTEEN - End Game
    Your sims have won the favor of the Tribal Chief. Soon he and his warriors will load up their longboats to escort the most deserving of your sims home, but there are still 72 hours left before the departure… and the clock is ticking!
    Let the clock run down for the next 3 days.. YOU MAY NOT COMMAND YOUR SIMS TO DO ANYTHING THIS ROUND. Whatever last minute Aspiration Points they acquire in this last round is strictly up to them. When the clock strikes 8 am on the third day, count each sim’s points up!
    The object of this round is to establish a winner and lasts for three days.
    Rewards: Not all of the ballots are in yet!
    If any sims formed an established relationship while on the island add to their tally:
    50 Aspiration points (girlfriend/boyfriend)
    100 Aspiration points (fiancé)
    150 Aspiration points (married)
    If one of your sims experienced a generational event while on the island, add to their tally:
    100 Aspiration points (aged up)
    200 Aspiration points (had a baby)
    100 Aspiration points (each additional baby after the first)

    May the best sim win!
    Post edited by minkydpain on
  • minkydpainminkydpain Posts: 92 Member
    reserve
  • minkydpainminkydpain Posts: 92 Member
    reserve
  • EuphorialQueenEuphorialQueen Posts: 6,224 Member
    Very intense and interesting challenge :+1:
    No career-related Aspirations
    Could an aspiration be used to complete stages not requiring joining a career?
    Example: Master Chef or Master Mixologist start with no career requirements.
  • minkydpainminkydpain Posts: 92 Member
    There is no focus on Aspirations on the challenge, so this should be fine, they just don't have the chance to go past the career needed point in an aspiration, the focus is on the aspiration points which can be gained naturally through aspirations, or whims, or through whims as a reward. I would say no changing aspirations though. I'll make this edit in the challenge.
  • EuphorialQueenEuphorialQueen Posts: 6,224 Member
    minkydpain wrote: »
    There is no focus on Aspirations on the challenge, so this should be fine, they just don't have the chance to go past the career needed point in an aspiration, the focus is on the aspiration points which can be gained naturally through aspirations, or whims, or through whims as a reward. I would say no changing aspirations though. I'll make this edit in the challenge.
    Thank you for the clarification <3
  • minkydpainminkydpain Posts: 92 Member
    Thank you!
  • dlaribee88dlaribee88 Posts: 172 Member
    Starting this TONIGHT!! Amazing!! Sounds super fun. Have you noticed your sims fulfilling their own whims themselves? What are your sims highest and lowest aspiration points right now? Curious to know what you’re experiencing while play testing ❤️
  • waterproofcowplantwaterproofcowplant Posts: 20 Member
    This sounds so interesting! I'm adding it to my list for sure, excited to see how others do!
  • minkydpainminkydpain Posts: 92 Member
    @dlaribee88 sorry it took me so long to reply, they definately fufilled whims on their own, some more than others for sure my winning sim had 1550 aspiration points in the end
  • PieceOfPrincessPieceOfPrincess Posts: 150 Member
    Boy this makes me miss the Sims Castaway stories
    Play the "Pac(k)-man Challenge" Find it in my Google Doc or Copy it from the Forum!
    FIND THE LATEST RULES AND ROLLS FOR THE SIMS 4 RANDOM LEGACY IN THIS BLOG.
  • Glimmer50Glimmer50 Posts: 2,365 Member
    edited July 2021
    This seems like a really cool challenge but I can't get your first link to work. The lighthouse lot. Edit: I was able to go to your gallery and find the first lot.

    Okay, so I am starting this challenge. It took me a minute to figure out where everyone is supposed to go. Tribe on Tribal lot, Hermit on Ruins lot, Castaways on Castaway Camp. Might seem obvious but it wasn't to me right off so maybe this comment will help others starting out.
    Post edited by Glimmer50 on
  • divanthesimmerdivanthesimmer Posts: 1,462 Member
    edited August 2021
    Sorry to revive this thread, but I just started playing this challenge. The lots and rules are awesome and I look forward to seeing how it all turns out! :)
    phULnBI.png
    Check out my SimLit blog here: https://ageekylegacy.wordpress.com/
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  • SoulGal7SoulGal7 Posts: 3,627 Member
    @divanthesimmer - Have you posted this anywhere? I checked your blog and I can't seem to find it :(
  • divanthesimmerdivanthesimmer Posts: 1,462 Member
    SoulGal7 wrote: »
    @divanthesimmer - Have you posted this anywhere? I checked your blog and I can't seem to find it :(

    I'm so sorry, I still need to write it. Hopefully it will be done today. 😅
    phULnBI.png
    Check out my SimLit blog here: https://ageekylegacy.wordpress.com/
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