Show us your... Gameplay: Legacy Edition
purplebunny:
I play/document a legacy that has been ongoing for 2 years now and is currently on Generation 7. There are approximately 40 households at this point. Generation 7 has a population of 75 sims right now and at least three sims are still pregnant. My 'hood has only exploded once (due to my own stupidity and simPE) but I had a back-up.
Prior to generation 6, I recorded only some of the family lines--basically the immediate legacy family and the first circle of cousins. Each generation got a page in a notebook with some minimal statistics jotted down. Now, I use an index card system because I dislike tabbing in and out of the game to record everything electronically. Sims are filed alphabetically by first name and sorted by generation.
Line 1: First Name Last Name-Married Name (if applicable), Gender
Line 2: Personality, Sign / Aspiration-Secondary
Line 3: LTW / LTW 2 / LTW 3 / etc.
Line 4: Parents (or origin, if not born in game, i.e. bin sims from the various EPs)
Line 5: Spouse / Gender Preference
Line 6: Offspring
Line 7: Skintone DNA & Range
Line 8: Dominant eye color / Recessive
Line 9: Dominant hair color / Recessive
On the back of the card I record anything about them I especially need to remember. When they transition to Elder I enter their lifespan (check with SimPE).
I play with the "New" legacy rules but I do not score, although I follow a couple of the handicaps: the one about using no Elixir unless it's moo juice and the storytelling one. The handicaps only apply to the legacy household, however.
I document my legacy on the Exchange. The story does not follow the more distant relatives except when they make the odd cameo, and the writing style changes drastically around the middle of generation 3.
Link to Chapter 1; Warning: contains poor photography (which improved as I went on) and Pirate scum.
I've also written several pulp/noir/satire detective stories and posted them on my sim page. /shameless plug
Zazazu:
Quote from: Ravenwings on 2009 January 09, 06:42:27
I've given up on both Legacy and Prosperity as too boring. I don't like to do the exact same thing over and over, one sim after another. Maxing everything out for each sim is dull as hell.
I kind of combined the two into a new style of playing. I don't keep track of points, but I do keep copious records. I started a new neighborhood (devoid of all life) and created ten founders, five male and five female. It was part Prosperity because I used the randomization from that and also because apart from these ten there will never be any more CAS sims, and part Legacy because they are all adult founders. I also took the Prosperity method of playing on rotation, but I do it by season because that makes more sense to me. That way the neighborhood stays in season synch as well as aging synch.
If this sounds a bit like playing ten Legacies in one neighborhood, well, I admit the first days of each founder felt exactly like that. That also happens to be the only thing I ever liked about Legacy, so it worked out fine.
I try to give the sims personalities by defining what they like and don't like, will do and won't do. I use dice a lot to determine those things, but some I let the sims choose themselves. No one maxes everything, or even close to everything. They're assigned one or two things and that becomes what they're known for. For example I have one sim whose "thing" it is to use his influence for evil. Every time I take him to a community lot I'll wreck havoc by having him influence fights, pranks, and other evil deeds. Sims have favorite places they go, and places they won't set foot in. They have clubs they join, like pregnancy circles and regular meetings of paranoid abductees.
Each sim has their own way of making money. They can't just do a little bit of everything, like make flowers one day and robots the next and then start a farm the next. They get one thing that they're good at. One sim farms money trees. Only one sim is allowed to own a business of each kind. If someone's already selling toys, no one else is allowed to go into toy-making.
They're not allowed to make friends with the whole freakin' neighborhood, either. That's the sort of thing that annoys me more than anything else in some of these challenges!
You might be interested in BACC (Build a City Challenge). I have two, one which is on ice where I'm going after the goal population in a manner that still seems like normal 'hood grow - that's Highland County. The second, I'm not focusing on virtual population, only trying to up my multiplier when I need a certain level to unlock a career for a sim's LTW - that's Camstaff. Oh, and Camstaffians are filthy rich.
You do start out with a single sim, but can add sims when you earn CAS points. Highland County adds CAS (first through a couple that moved in, then through adoption). Camstaff doesn't.
I do seasonal rotation. For legacies...the first three I did, I didn't play spares. I dropped the first two of those and the third went to gen 11/12. My fourth I dropped at gen 4, after I killed 2/3 of the 'hood in a plague. I randomized who would die, and some of my faves were killed off. Sims don't get maxed skills unless they need them for LTW. They don't get maxed careers unless they need them for LTW. They don't get LTW unless I roll that or if the 'hood is aimed at fulfillment.
Jelenedra:
Is that kinda like the method of no directed skilling unless there is a want? That was you that mentioned that in the last gameplay thread, right? It makes gameplay a lot more interesting. Even if everyone just spends all their time on instruments now. Freewill, yay. ;D
LadyArgonna:
The Duncan Legacy, which has survived a move to another computer and a complete reinstall (yay for backups, right Purplebunny?) is getting ready to go to Gen 2 at the helm. Meg Duncan, my founder, is the only sim, Legacy or otherwise, that I allowed to have more than four children. She has 12, and her hubby has twin aliens by the only in game abduction I have ever had. I wanted to get the legacy point for the 10 children/30 grandchildren impossible wants, and I wanted to get it out of the way ASAP. I plan to put the spares in houses, marry them off, and have them have a few kids apiece. The extraneous family lines will peter out by generation 4 or 5, as I wanted this Legacy to have a strong "We are Family" theme, to underscore the dirty rotten scoundrel who's trying to ruin everything...
Link to the first chapter is here.
Please be advised that I'm still finding the voice for the Legacy, but I think I've improved greatly over previous attempts.
Zazazu:
Quote from: Jelenedra on 2009 January 09, 19:03:35
Is that kinda like the method of no directed skilling unless there is a want? That was you that mentioned that in the last gameplay thread, right? It makes gameplay a lot more interesting. Even if everyone just spends all their time on instruments now. Freewill, yay. ;D
Basically. Of course, in a legacy for points, you'll need to skill up a few sims for impossible want points, plus your Ivy Leaguer.
Quote from: LadyArgonna on 2009 January 09, 20:55:25
I wanted to get the legacy point for the 10 children/30 grandchildren impossible wants, and I wanted to get it out of the way ASAP. I plan to put the spares in houses, marry them off, and have them have a few kids apiece. The extraneous family lines will peter out by generation 4 or 5, as I wanted this Legacy to have a strong "We are Family" theme, to underscore the dirty rotten scoundrel who's trying to ruin everything...
Doing 10 kids (well, 14) in the first generation who you are going to play for a few generations is drastically going to slow your legacy progress down. I'd have saved that for the last two generations, myself. For my dropped legacy that I'd linked to, that's the same sort of issue I had. First gen only had four children, but the second gen had thirteen total. It was way too much, way too soon. Enter the plague and the death of poor, gay, fat Theodore Heuss, and cutie Story Ridge.
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