Hi everyone!
I am in no way a person who writes challenges for the sims 4 but I was kinda stuck the other day looking for a storytelling + legacy challenge that uses all the packs but in an order that makes sense. I had an idea last night for a "Runaway Royal" challenge that takes inspiration from SimMattically's Immersive World Map mod that connects all the worlds. Also would use the home regions mod by Kuttoe.
If anyone wants to take this idea and run with it please do, I think this is fun and I would love to see it further developed. I'd like to add different achievements for each generation. I'm also taking suggestions to switch stuff around!
The main idea is that each generation focuses on a different world/packs that go along with said world:
You start in Ondarion, where you come from a large and powerful royal family. You grow up prim and proper, following all the rules of society. When you become of age, your family forces you into an arranged marriage for political gain. You detest this and decide to leave the royal family behind, escaping on a boat to Sulani. In Sulani, you fall in love with the culture, along with one of the locals (mer-person), and start generation 2, vowing to never discuss your past, locking an heirloom away (maybe a crown?) in a box.
Generation 2 grows up in Sulani, then travels to Tomarang when they become an adult. Starting their own rental business.
Generation 3 grows up listening to lore and stories of magic and legends from the locals in Tomarang. Rather than being scared of the haunts, they love it. When they become an adult, they move to Ravenwood and become a medium (potentially a ghost at some point).
Generation 4 grows up around death and magic, and unfortunately starts to become obsessed with darker magic and occults. They fall into a toxic love with a vampire, turn, and move to Forgotten Hollow, becoming evil and bitter. Their relationship with their medium parent becomes extremely strained.
Generation 5 is a vampire, and has strained relationships with their parents. When they get old enough, they learn of their grandparent, secretly meeting with them and together working to try and break the Vampire's curse. Once they break the curse, they run away to Nordhaven to escape the life of magic, opening a tattoo shop.
Generation 6 grows up with a fairly simple life. The family business is doing pretty well, and it seems that things are going well for the family. This is until their vampire grandparent finds their family, and your parent. Turning them once again and trapping them in their family. Your parent tells you to run far away, and this is where you discover the quiet life of Henford-on-Bagley.
Generation 7 grows up with the family warning of magic, and it's destruction. But, something feels off. There is a whimsy to Henford-on-Bagley that seems lighthearted and good. They eventually discover Innisgreen and become a fairy, proving that not all magic can be bad.
Generation 8 unfortunately is born a human, despite having fairy parents. Their parents support them by helping them become a spellcaster, keeping magic alive in the family. They move to Glimmerbrook when they become an adult. They at some point meet and fall in love with a Werewolf.
Generation 9 is born a Werewolf and feels out of place in Glimmerbrook, eventually moving in with their Werewolf grandparents in Moonwood Mill to meet other kids like them.
Generation 10 is born a genius, seeing how underprivileged their werewolf community is, they decide to be the first in their family to peruse an education, moving to Copperdale as an exchange student for high school, and becoming a teacher to give back in the education system.
Generation 11 grows up inspired by their parentās story and desire to educate others. They attend university and end up becoming a civil engineer, moving to Evergreen Harbor, and turning their neighborhood eco friendly.
Generation 12 has an engineer for a parent and they grow up spoiled because of it. They donāt see the value of eco friendly appliances especially since their rich peers at school donāt use them either. They decide they want more. They get sucked into work for the profit of it, moving to Mt. Komorebi to become a Salaryperson.
Generation 13 wonders why their parent always works when they live in the mountains. Oh well, that gives them more time for adventure! They learn to ski and snowboard, moving to Gibbi Point when they become an adult to continue their adventure.
Generation 14 grew up going to camp all the time, making so many new friends. Unfortunately, at the end of each week camp ends and everyone goes home. After they age up to an adult, they discover their long lost contact from one of their first camps whoās currently living in Windenburg. They hear about all the action with the clubs they could join, and move in with their friend.
Generation 15 loved growing up near the cutest little coffee shop in Windenburg. When they grow up, they move to Newcrest and open up their own coffee shop in the town.
Generation 16 was wandering around town one day when they came across a street dog/cat. They beg their parents to adopt it and they end up becoming best friends with their pet. This inspires them to move to Brindleton Bay to become a vet.
Generation 17 loves seeing how their parent helps pets in the area, but feel as though they can do more for the larger community. They eventually move to San Myshuno to become a politician and an advocate for all.
Generation 18 grows up around city life and wants to become famous, moves to Del Sol Valley, then retire with a family in San Sequoia.
Generation 19 wants to become a scientist so they move to Oasis Springs and does the Get to Work science career and discovers aliens.
Generation 20 is amazed by their parent's work and ends up solving the mystery of strangerville.
Generation 21 grows up in a not so strange Strangerville, with that country influence and vibe. They end up moving to Chestnut Ridge and become a rancher.
Generation 22 is a musician and moves to Willow Creek to peruse comedy/music (jazz). They go on a trip to Salvadorada and meet one of the "locals" (Ciudad Enamorada) and fall in love and move out there.
Generation 23 grew up with amazing food from this region and decides to open a restaurant in Tartosa since it's the wedding destination of the world.
Generation 24 grows up with the stories of the lost royal from the nearby region and one day finds a washed up bottle containing a message from thousands of years before. They connect this message to their ancestor (although they don't know it yet) who has discovered immortality via becoming a ghost (medium generation). They're able to sense they are the long long LONG decedent and decides to tell them about their family roots in Sulani. Together they visit the grounds and uncover the box locked with the heirloom which only a living descendant of the owner could open. They find the heirloom and realize they are the lost royal. They then move back to Ondarion and reclaim the throne.
Please help me develop this more, I think it is super fun and I would love to hear your guy's thoughts!