As a streamer and a challenge writer, it only makes sense that eventually, I would write a challenge designed for streamers that is interactive with chat. I based it on the Asylum Challenge of old, but it’s more than that. It’s a three-phase competition, with each phase being completely different in the way sims can gain points and get to the next phase. It is currently in it’s second season on my twitch channel (https://twitch.tv/illusorythrall), and I consider it to be in it’s final beta testing.
Yes, eventually I WILL be making a version for solo players based in spin wheels for the “chat” interactions, but until I have the original challenge fully complete, I don’t feel ready to adapt it for solo play.
Beyond this Asylum Challenge, I do have ideas for future interactive streamer challenges… but, jeez.. one thing at a time!!
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Phase One | Phase Two | Main Rules
- At this point your final four sims have been each given enough money to buy their own starter home and are moving out and on with their lives. Where they move to doesn’t matter, nor does who they choose as a partner.
Preparation:
- Build a small starter home for EACH SIM who moved on for Phase 3. Any sim who makes it this far deserves to have room to live privately, and have room to expand and raise their family. Their starting funds and house value will depend on what difficulty you’re playing on. (see below) There are no longer any donations to help – everything they have they will have to pay for on their own. (and anything they earned between phases is taken away from them so everyone starts as even as possible.)
- This must be a house designed for a family starter. In other words, there must be: 1 double bed, at least 1 single bed, and at least one bassinet.
- There must also be a full kitchen (stove, fridge, sink, trash can, and free counter), a living room with a couch and a desk, a dining room with seating for four, at least one full bathroom (bathtub, sink, toilet, shower is optional), and an outside mailbox and trash can.
- Everything else is at your discretion.
- My only other note: ALL SIMS moving into this phase must have the exact SAME house to start with, but lot size doesn’t matter. You are welcome to pick what size lot as well as what world they move to. However, write each sim’s original lot value total down (you will use this while calculating points).
- Difficulties:
- Easy: all sims start with the same house, worth under 30k (not including lot value), and each sim starts with 5000 simoleons. All services to hire are allowed, including live-in staff, provided you can afford it.
- Normal: all sims start with the same house, must be worth under 25k simoleons (not including lot value), and each sim starts with the standard legacy starting bank of 1800 simoleons. Live-in staff (i.e. butlers) are disallowed, but recurring daily staff (maid, gardener, etc) are still fine.
- Hard: all sims start with the same house, must be worth under 20k simoleons (not including lot value), and each sim starts with 0 simoleons. If you choose to play this difficulty, ALL hired staff is disallowed – including repairmen, maids, gardeners, and nannies. In addition, all deliveries (pizza, grocery, food, etc) are also banned.
- You will be playing this on a rotation – one week (7 days) for each family.
- Before starting play, change game settings to the following for this phase:
- Short lifespan
- Aging set to Only Active Household (unplayed sims should be set to “on”)
- Seasons set to 7 days
- Make sure every sim is at the beginning of their Young Adult stage to start with.
- After everyone is moved in and ready, Give all Sims the money they won from the last Phase, and however many satisfaction points they won (in addition to what they already had). They can keep any skill points they have already gotten, as well as any rewards they have earned.
- Before starting play on EACH sim, you are welcome to spend the money they won on house renovations, and their points on traits and other rewards at your discretion.
- Decide BEFORE starting gameplay how many sim-days you will be playing each family for. I suggest at least 4 weeks (pending testing), with a maximum of 6 weeks. Alternatively, you can play until all main sims have died (which will be at about 6 weeks for a death by old age).
- WRITE DOWN the lot’s starting value for each sim, and keep track of this number, you will need it for scoring later.
- LASTLY, decide on your own how many sim weeks you are going to play this phase for. You CAN set it to go until each main sim passes away, but be aware this could take quite a while (there are approximately 6 weeks from YA to the end of Elder stage on short life span). I suggest anywhere from 4 weeks to 6 weeks (this will allow kids enough time to grow up and such) – although you could choose less weeks if you want to.
Goals:
- THIS IS A SCORED AND TIMED PHASE! As such, once you get to a predetermined number of sim days, the challenge is over, and tally the points to find your winner.
- For the purposes of this phase, there will be no difference in the number of points awarded based on the difficulty that you picked at the beginning of this challenge.
- This phase ends when either:
- Everyone dies (game over!) or is sent back to the halfway house (although, you could choose to go back to Phase two with them to try to get them back into the game!)
- You reach the number of played days you decided on before starting this challenge on ALL played (and alive) sims.
Rules:
- Every Sunday morning at 6 AM (sim-time): Switch control to the “next” sim in line if you have multiple sims who made it this far. Decide at the beginning what order you will play your sims, and stick to that order for the rest of the challenge. (You will be playing this in a rotation mode – one family per week.) I suggest writing this order down, because viewers will be switching you to other houses.. once it gets to Sunday in THAT house (if it does before another switch), you switch to whoever is next.
- Sim Control – Only the main sim may be controlled. Their family is on their own, although you can influence them to do things through social interactions.
- The bathroom – There must always be at least one full bathroom in each house, redeems cannot take away this basic necessity.
- The Kitchen – There must always be at least one fridge, one oven/stove, and a single clear counter in each house.
- Beds – There must always be at least as many beds as there are sims in the house. Your sims did their time, they deserve to be comfortable.
- Seats – No upper limit, but no LESS than 8.
- Alarms and Cameras – There must be at least one smoke alarm in the building. You may include the fire extinguisher box, but it’s optional. Security cameras may not be installed anywhere on the lot.
- Marriage and partners – for the purposes of this challenge, inmates may NOT marry each other because it would be too hard to keep track of points. Also: ANY funds that a partner moves in with (unless they are also a patient and won them…) must be removed after the move. – In other words, no free paydays.
- Babies – since this phase is all about starting a family and being rehabilitated, babies are encouraged – of any type. Keep them, love them, science them, adopt them, whatever.. Getting them to be successful sims is the name of the game. (IF your main sim had a baby in Phase two, and it’s living with its other parent, you CAN move this child back into your family for Phase Three. Any babies from Phase One, however, have been adopted and are not able to be recovered.)
- Death – Should a sim die, the tomb or urn does not have to be displayed on the lot. However, having a graveyard somewhere in the world where they’re placed would be a good idea. If the dead sim is a main sim, their family is removed from the play rotation.
- Careers – All careers allowed for the main sim. (INCLUDING the active ones – Detective, Scientist, Doctor, Actor, Interior Decorator, and Paranormal Investigator – however, you can only go with the main, active sim to their job. All other sims must be sent on their own) Spouses and teens may not have an active career.
- No following teens to school. (High School Years)
- Money – As mentioned in the preparation for this Phase, the sims are on their own now. There are no donations to help.
- Service Sims – Refer to the difficulty chosen to see which of these are allowed in your game.
- University – IS now allowed for the main sim ONLY, but you must live at home, not on campus.
- Aspirations – All aspirations EXCEPT those listed below are allowed. Please check the list here for aspirations to avoid:
- Grilled Cheese
- City Native
- StrangerVille Mystery
- Beach Life
- Perfectly Pristine
- Fabulously Filthy
- Inner Peace
- Self-Care Specialist
- Zen Guru
- Positivity Challenge
Scoring:
- I HIGHLY suggest having this written down somewhere and having it and a pen nearby to add and subtract points, as well as having (somewhere on your overlay screen) the running total for each sim, so viewers can see where each sim is on points.
- Also: once the Main Sim in each household dies (for whatever reason), SCORING ENDS for that sim. No more play time or points will be added or subtracted once you total up their final tally at death.
Positive Points:
- Single Birth +5
- Twin Birth +10 (per baby)
- Triplet Birth +15 (per baby)
- Any sim in household completing ANY aspiration milestone (child, teen, and adult) +5
- Any sim in household completing aspirations (child, teen, or adult) +10
- Receiving the top notch infant trait +10
- Happy Infant Trait received +5
- Happy Toddler trait earned +5
- Top-Notch Toddler trait earned +10
- Child (foundation) skills maxed by Non-main sim family members +5
- Skills (not foundation/child skills) maxed by Non-main sim family members +10
- Non-Main sim children (child and teen) earning an A in school +5 (per A student)
- Positive Traits earned by Non-Main sims* +5
- Non-main sim children reaching the top of an afterschool activity +5
- Non-main sims getting a promotion +5
- Non-main sims graduating high school +5
- (ANY SIM) Graduating with a Degree from University +10
- Non-Main sims reaching the top of their career (teen/YA/adult/elder) +10
- Every $100,000 earned** +20
Negative Points:
- Self-Wetting (ANY potty trained SIM) -5
- Passing Out (ANY SIM) -5
- Getting a “___ is very hungry” notice on any baby, infant, or toddler -5
- Any non-potty-trained Toddler (any toddler that ages up with less than 2 in the potty skill) -5
- Red Hygiene for any sim over the age of Toddler (i.e. green stink clouds) -5
- Failing School -15
- Dropping out of school (except for university) -15
- Getting struck by lightning -5
- Getting fired or Laid off -10
- Negative Traits earned by Non-Main sims* -5
- Accidental death of ANY household member -15
- Any fires started -10
- Social Worker taking away a child -15
- Failure to pay bills (even if you just forgot!) and having the power shut off -5
- Failure to pay bills (even if you just forgot!) and having the water shut off -10
*These are in reference to the earned traits from the Parenthood game pack. Negative traits are Bad Manners, Uncontrolled Emotions, Insensitive, Argumentative, and Irresponsible. Positive traits are Good Manners, Emotional Control, Compassionate, Mediator, and Responsible. If no traits are earned, then no points are taken away or added.
**You can calculate total simoleons earned like this: Go to build mode, click on the info box and add the lot’s total value to the family’s simoleons on hand. Then subtract the lot’s original value. (You should have written this down before starting the phase.)
Redeems for This Phase:
- Flea Market! – Add a necessary or activity item to the controlled sim’s EXISTING house using their available funds. (if there are different qualities of the item available, choose whatever they can afford.) (50 points)
- You Broke It! – Remove an allowed item from the controlled sim’s EXISTING house. (75 points)
- Upgrade! – Pick an item already in the controlled sim’s EXISTING house, and allow it to be sold and replaced with a better item of the same type (provided the sim can afford it). (100 points)
- Queue up an action – tell a non-controlled sim to queue up an action, kicking any other sim off the item of choice. The sim still can stop working whenever they want, but at least they have a chance of finishing it! (125 points)
- Therapy – Max the needs of the main sim in the controlled household. (150 points)
- Reward! – Choose a sim in the current household, a reward store item or trait, and give the right amount of points, then buy that reward trait or item (and use the item). Again, it is your choice whether to allow both potions and traits to be bought in this way, or just traits. (DOES NOT ALLOW SIM CONTROL BEYOND THE PURCHASE AND OR USE.) Also: DO NOT use any points they have earned themselves, this is a gift item! (175 points)
- Remodeling Time! – Allows you to use whatever money the CURRENT family has to upgrade their home – your choice on whether that is items, looks, or size. Suggestions from chat are allowed. (250 points)
- Danger! – add a dangerous item to the current house. This must be something that is known to be able to cause sim-death. (666 points)
- Bad Sim! – Redeemer’s choice of main sim gets demoted in their job. If they’re only at level 1 of their job, this would mean they got fired and will get the negative hit to the point total. (Use MCCC Cheats to do this.) (1500 points)
- Resurrection! – A deceased sim is brought back into their household to get another try. (Add their ghost to the household, then use MCCC to Sim Commands -> Maintain Sim -> Revive) / Second Chances – a Sim who has been sent back to the Halfway House can be brought back to their family for another try. At this point, they and their family are brought back into the play rotation. (2500 points)
Winning the Game –
- Once you get to the end of your pre-determined Play time (or all the main sims die), total up the points to find out which sim wins. For additional fun, come up with some sort of prize for the chat members who were on this sim’s “TEAM”, or the creator of the sim.
Phase One | Phase Two | Main Rules
Updated: 7/6/2023
Phase One | Main Rules | Phase Three
- Your top 8 sims have now been set “free” and have been given permission to move out of the Asylum to a nearby Halfway House. They must now work on a career and job-related skills to prove you can make it on their own.
Preparation:
- Build a Halfway house, or download one, or use the one I will build to prepare for Phase 2. All accessible items should be of mid-range quality and price. Not too cheap and not too expensive. The Sims have worked hard enough to get to this point in their lives, they deserve to have some more comfort. However, they are still living in close proximity, so privacy is not always a foregone conclusion.
- Every bedroom must have the same things in it to start with. It wouldn’t be fair to give one sim a starting advantage over the others. Also, each bedroom should be locked to allow ONLY the sim who lives there access to it. The bedroom suite should include: a bed, mirror, dresser, access to a bathroom (can be shared with a maximum of one other person – and the access door must be locked for all other sims), a desk, a laundry hamper(if you have the laundry pack), and a personal journal. Anything else is at your discretion – but if it is in one bedroom, it must be included in all bedrooms. (IF you load back into the lot and someone got stuck in someone else’s bedroom, let them out and relock the door. Sims is buggy this way.)
- As mentioned above, each bathroom can be shared by a maximum of two people. In other words, there must be at least four bathrooms in the house.
- The Halfway house must include a communal kitchen, eating area, recreation area, computer room, and several skill areas with an absolute minimum of 6 different skill items. If you have the laundry pack, you must also include a laundry room. Vacuums are optional and discouraged, however, even if you have the pack. (In other words, turn off this pack unless you really want to torture the sims).
- I suggest keeping the Celebrity system turned off.
- When adding items to the halfway house from a redeem (other than personal items included in the above bedroom suite list), they must be added in a communal area so that all the sims may share the item, or added to every sim’s inventory or bedroom.
- Clean out the Sims’ inventories. All the projects (and any other items) from the previous Phase must be gotten rid of PRIOR to starting the second Phase. In other words, these projects CANNOT be used to give any of the sims an advantage in Phase Two. (DO NOT clean out things like Knitting bags if you provided them, all sims should be allowed to keep those.)
- Remove Fears: Starting with fears would make this just unfair.
- Refill all sims’ needs: This makes the starting playing field fair.
- University: For the purposes of this challenge, do not have any sims go to University (and no Academic Aspiration).
- Lastly: Go through each sim and spend any satisfaction points they have earned or won from the last phase, then let them use however many skill points they have coming to them (note: I would cater their traits bought and skills spent towards their coming career). Decide what their first aspiration is (-if the aspiration they start with is forbidden for this phase – otherwise, their first aspiration is already chosen for them), what career they will be focusing on. You may want to involve your chat in this process through votes, dice rolls, and/or suggestions. Feel free to also roll for which skills each sim will work on if you’d like (see “goals” below to figure out how many each sim needs). I highly suggest writing all of this down on paper and placing it somewhere you won’t lose it so you don’t forget what was picked for each sim. 8 Sims is a lot to remember all these details for. Once all this is decided, give each sim their chosen career. Exceptions: The Renaissance Sim aspiration will require you to pick two careers to spend some time in before they start their main career. The Master Maker aspiration requires you to max out the Freelance Fabricator career – but this cannot be your main career, as it doesn’t have 6 levels to be gotten to.. So I would give them this career until that aspiration is done, then they can move on to their main career.
Goals:
- Each sim must do three things:
- Level up some skills to at least 4 out of 5 or 8 out of 10.
- Get hired at your chosen career and get to at least level 6.
- For Easy: 6 skills per sim.
- For Medium: 8 skills per sim.
- For Hard: 10 skills per sim.
- Again, more than one sim can “pass” this phase. Once someone has been set loose, save them as-is to your library, and/or the gallery, and remove them from the Halfway House family to come back in the next Phase.
- At least one sim must survive to be “set loose”.
- This phase ends when:
- All sims have either died or 4 sims have been “set loose”. Any sims who remain in the asylum after those 4 have been moved to the next phase, are eliminated from the challenge.
- *If you started this phase with less than 8 sims, halve that number to find out how many sims are moved to phase three.
Rules:
- Controlling Sims: start with the top placed sim, and work your way down the list. Control each for 12 hours. The only way the order changes is if someone redeems multiple personalities. In which case, that sim is place next in the order (keep a list somewhere).
- The bathroom – There must always be at least two full bathrooms, redeems cannot take away this basic necessity.
- The Kitchen – There must always be at least one fridge, one oven/stove, and a single clear counter.
- Beds – There must always be at least as many beds as there are sims in the house. Your sims did their time, they deserve to be comfortable.
- Seats – No limits, but no LESS than 8.
- Alarms and Cameras – There must be at least one smoke alarm in the building, as well as a fire extinguisher box. If you include security cameras, they may not be in the sims’ rooms.
- Skill-building objects – There must always be at least 5 of these.
- Babies – should any sim have a baby for any reason during this phase, it must be sent to live with it’s other parent or sent back to Sixam (in the case of an alien abduction). Babies and children are not allowed in the Halfway house except for visits.
- Death – Should a Sim die, one bed must be taken away down to the minimum allowed. The graveyard and the tomb or urn does NOT have to be kept on lot for this phase. However, having a graveyard somewhere in the world where they’re placed would be a good idea. Obviously, dying also eliminates that sim from the challenge.
- Careers – All careers allowed except the active ones – Detective, Scientist, Doctor, Actor, Interior Decorator, and Paranormal Investigator – and the Freelance or Part-time careers. If your sim wants to do any of those careers, they have to wait until they’re out of the Halfway House. (Exception: if a sim has chosen the “Master Maker” aspiration, Freelance Maker is allowed until their aspiration is fulfilled.)
- Curfew – Except for career-related absences (or university), you may only leave the building from 8 AM – 11 PM. Breaking curfew brings punishment – see the next point.
- Punishment – Should a sim stay out past curfew without being excused (even if it’s just because you forgot), or get demoted in their career, punishment is demanded. This means that particular sim is restricted to the halfway house except for career related tasks for the next 7 days.
- Getting Fired – If a sim gets fired from a job, they skip punishment and they are immediately sent straight back to the asylum. In the case of a layoff (thanks to the Growing Together expansion), the sim is not eliminated, they can get a new job and continue. (This removes them from the challenge unless someone specifically gives them a second chance.)
- Visitors – You are now allowed to meet people outside of the Halfway House “family”. However, visiting with new friends and/or partners is only allowed during daytime hours (see Curfew). Romantic liaisons cannot be in the halfway houses’ bedrooms (since those are locked!) – so get creative!
- Service Sims – All allowed, and meals can be ordered in.
- University – IS NOT allowed. Testing proved this made the whole phase way too difficult, because un-played sims will not pass University on their own.
- Moving Sims out – Once a sim has gotten their goals completed, they must be removed from the family. I suggest using MCCC on them – go to sim commands -> maintain sim -> move .. and move them into a new household. Then set them as a “played” household, edit, and save them so you have a copy, and leave them on their own. (Make sure your MCCC is set to bypass all played sims on the checks it runs!)
Redeems for This Phase:
- Donation! – Add a necessary or activity item to the halfway house (if there are different qualities of item available, choose a mid-range one) (100 points)
- Queue up an action – tell a non-controlled sim to queue up an action, kicking any other sim off the item of choice. The sim still can stop working whenever they want, but at least they have a chance of finishing it! (150 points)
- Therapy – Max the needs of any chosen sim in the house. (200 points)
- Upgrade! – Pick an item already in the halfway house, and allow it to be sold and replaced with a better item of the same type. (The item must be able to be upgraded!) (250 points)
- Taste of Freedom – Pick a sim to take a vacation day and go out (while being controlled!) to viewer’s choice of type of lot. May pick someone who isn’t in the Halfway House to go with them! Must be back in by Curfew! (350 points)
- Multiple Personalities – Queue viewer’s choice of sim into the next controlled sim spot. Will put that sim on the “to be controlled” list. (All sims get a minimum of 12 hours under control) (400 points)
- You Broke It! – Remove an allowed item from the halfway house. Redeemer must enter which item to remove. (Cannot remove personally owned inventory items!) (600 points)
- Danger! – add a dangerous item to the halfway house. The item added must be something that is known to be able to cause sim-death. (666 points)
- Reward! – Choose a sim, and a reward store item or trait, they are given the amount of redeem points to get and use said reward. As you are the one in charge, you may choose to allow only traits to be bought in this way, in effect banning reward potions from use during this phase. (DOES NOT ALLOW SIM CONTROL BEYOND THE PURCHASE AND OR USE.) Also: DO NOT use any points they have earned themselves, this is a gift item! (2000 points)
- Resurrection! – A deceased sim is brought back into the household to get another try. (Add their ghost to the household, then use MCCC to Sim Commands -> Maintain Sim -> Revive) This can also used to bring a sim who was sent back to the Asylum back into the Halfway House household. (3000 points)
- Change or Add Lot Trait – Add a lot trait to the current lot. If all three traits are taken, you must choose which trait to replace. This can also be used to add or remove a Lot Challenge. (4000 points)
- Group Therapy! – Raise needs of everyone in the household. (Use the mailbox to fix the needs of every sim in the household.) Only usable once every 5 minutes. (5000 points)
- YOINK! – Redeemer’s choice of sim gets to steal 2 skill points from another sim in the house OR remove a rewarded trait from another sim. Must specify sims involved and skill or trait. (Cannot reduce past 1) (6000 points)
Ending this Phase:
- First place – 10000 satisfaction points to spend wherever you choose, and 25000 extra simoleons to make their lives easier. This sim also is the first controlled sim.
- Second place – 8000 satisfaction points to spend wherever you choose, and 19000 extra simoleons to make their lives easier.
- Third place – 6000 satisfaction points to spend wherever you choose, and 14000 extra simoleons to make their lives easier.
- Fourth place – 5000 satisfaction points to spend wherever you choose, and 10000 extra simoleons to make their lives easier.
- Fifth place or lower – Elimination.
- *Remember, if you started this phase with less than 8 sims, halve that number to find out how many sims are moved to phase three.
- Any sims who are dead when the phase ends – stay dead. They can no longer be brought back once the phase ends.
Phase One | Main Rules | Phase Three
Updated: 7/6/23
Main Rules | Phase Two | Phase Three
- Your Sims have now been committed, and will have to complete creative projects to have a chance to move on with their life. I would keep this phase to 16 sims or under. (You will need mods for this!)
Goals:
- Complete Projects (per each sim) to be set loose on the current sim. (More than one sim can be “set loose”.)
- For easy difficulty: complete 20 projects per sim
- For medium difficulty: complete 25 projects per sim
- For hard difficulty: complete 30 projects per sim.
- Once the first sim has been moved out, you can no longer change your mind about what difficulty you’re on, so be aware of this!
- Once a sim has been “set loose” save it as-is to your library or gallery so they’re ready for Phase Two, and remove them from the Asylum Family.
- At least one sim must survive to be “set loose”, or it’s GAME OVER.
- This phase ends when:
- All sims have either died or 8 sims have been “set loose”. Any sims who remain in the asylum after those 8 have been moved to the halfway house, are eliminated from the challenge.
- *If you started with less than 16 sims, feel free to adjust how many sims are moved to phase two if you want.
Rules:
- Sim Control – Choose (and write down) an order that the sims will be controlled in (this can be the order they were submitted in, or the order they are on the bar, or whatever.) Starting with the first sim, work your way down your list, controlling each sim for 12 hours. When there is a “Multiple Personalities” redeem, add this sim to the controlled list ahead of the next “in turn” sim. This should make keeping track of when to switch a little easier, because all sims “shift changes” will be at Midnight and Noon.
- The bathroom – There must always be at least one full bathroom, redeems cannot take away this basic necessity.
- The Kitchen – There must always be at least one fridge, a sink, and a single clear counter.
- Beds – There must always be at least one of these, and no more than the maximum number of sims.
- Seats – This includes chairs, couches, benches, etc. There may not be more than the number of sims that are on the ward currently, and no less than 1 (a couch with three seats will only count as 1 seat, by the way.) Chairs attached to desks do NOT count for this, as they are needed for the function of the desk.
- Alarms and Cameras – Cameras may not be deleted, and there must be at least one smoke alarm in the building, as well as a fire extinguisher box.
- Skill-building objects – There must always be at least 3 of these.
- Laundry: I suggest NOT using a laundry system for this phase, as it would be done beyond locked doors and patients would not be included in this chore.
- Bed Checks – At midnight every night, remove all items from all patient’s inventory. This is so sims who have “claimed” an instrument have it taken away for everyone to use, or something similar.
- Exceptions: Projects should be kept by the sim who made them for easier counting, and knitting or cross-stitch baskets are also able to be kept (when a knitting box or cross-stitch kit is redeemed, it must be stated who gets the kit, or that everyone gets one).
- Satisfaction points – if a sim gets them, save them for the beginning of the next phase when they are spent all at one time to give them an advantage in the next phase. These earned points are NOT to be used for fulfilling redeems for rewarding a sim – if a reward redeem happens, it will be fulfilled with points gifted to the sim then! Yes, this DOES mean that reward potions are not to be used for this phase (unless that’s the reward chosen – although you may choose to only allow traits and not potions)!
- Projects: The following list are the acceptable and count-able projects for being set loose (and each item must be kept in that sim’s inventory for counting, or tallied – in the case of songs): (Also: projects must be of at LEAST NORMAL quality to be counted. Poor work should just be thrown away/sold and “punished” for not trying hard enough! – more on this in a second…)
- Knitting an item or piece of clothing
- Finishing a cross-stitch (only if you decided to allow Cross Stitching and provided everyone with canvases)
- Woodworking Item completed
- Handiness item upgraded in the ward
- Painting completed
- Song written (any instrument)
- Book written
- Completed Flower Arrangement
- Fabricated items
- Finished Candles
- Framed finished Puzzles (the person finishing the puzzle gets the point)
- 1 project point for every 3 fish
- Non-spoiling Jams or Jellies
- Figuring out an Alchemy Potion recipe
- Figuring out a new spell
- A carved (and preserved) Pumpkin (handiness 5 required)
- Robots? (you may choose not to include these, as it’s an easy way to die by electrocution)
- Leveling up as a spellcaster, werewolf, (or vampire?) may also be counted as a “project” completed.
- Project Quality – Poor or broken projects must be “punished”. If your sim makes one of these, they are locked in solitary for 6 hours, and if they are your controlled sim, another sim must be chosen until they are released from solitary. Masterpiece (or Legendary) projects, however, count as 2 points each!
- Babies – should any sim have a baby for any reason, it must be given up to social services or sent back to Sixam (in the case of an alien pregnancy from abduction).
- Death – Any time a Sim dies, the maximum bed count must be decreased to the same number as the amount of sims you currently have in the asylum. Dying removes that sim from the challenge.
- Careers – No sim is allowed to have a job, due to the fact you are locked into the ward and cannot leave.
- Service Sims – No maids, no service sims of any kind, and no ordering food from outside the ward.
- Moving Sims out – Once a sim has gotten their desired number of projects, they must be removed from the family. I suggest using MCCC on them – go to sim commands -> maintain sim -> move .. and move them into a new household. Then save them so you have a copy, and put them into the halfway house family for the next phase. (Make sure your MCCC is set to bypass all played sims on the checks it runs!)
Redeems for This Phase:
- Donation! – Add a necessary or activity item to the ward (must be the lowest cost item available) (100 points)
- Queue up an action – tell a non-controlled sim to queue up an action, kicking any other sim off the item of choice. The sim still can stop working whenever they want, but at least they have a chance of finishing it! (150 points)
- Therapy – Max the needs of any chosen patient in the ward. (200 points)
- Upgrade! – Choose an item already on the ward, and it will be sold and replaced with a better item of the same type. (The item must be able to be upgraded!) (250 points)
- Taste of Freedom – Allow all existing patients to go on a day trip down to the Asylum gardens. With supervision, and security, of course! (350 points)
- Multiple Personalities – Immediately switch the controls to a different selected patient. (400 points)
- You Broke It! – Remove an allowed item from the ward. (600 points)
- Danger! – add a dangerous item to the ward. The item added must be something that is known to be able to cause sim-death. (666 points)
- Reward! – Choose a sim, and a reward store item or trait, they are given the amount of redeem points to get and use said reward. As you are the one in charge, you may choose to allow only traits to be bought in this way, in effect banning reward potions from use during this phase. (DOES NOT ALLOW SIM CONTROL BEYOND THE PURCHASE AND OR USE.) Also: DO NOT use any points they have earned themselves, this is a gift item! (2000 points)
- Resurrection! – A deceased sim is brought back into the household to get another try. (Add their ghost to the household, then use MCCC to Sim Commands -> Maintain Sim -> Revive) (3000 points)
- Change or Add Lot Trait – Add a lot trait to the current lot. If all three traits are taken, you must choose which trait to replace. This can also be used to add or remove a Lot Challenge. (4000 points)
- Group Therapy! – Use the mailbox to fix the needs of every patient in the ward. (5000 points)
- YOINK! – Redeemer’s choice of sim gets 3 projects removed from their tally (AND INVENTORY! – that way you can keep track of points… make sure to give projects to the second sim that CAN be given!) and given to redeemer’s choice of sim. If this puts that sim at less than 1, the sim’s project tally is instead reduced to just 0, effectively starting them over. (6000 points)
Ending this Phase:
- First place – 10000 satisfaction points and 20 skill points to spend wherever you choose. This sim also is the first controlled sim.
- Second place – 8000 satisfaction points and 16 skill points to spend wherever you choose.
- Third place – 6000 satisfaction points and 12 skill points to spend wherever you choose.
- Fourth place – 5000 satisfaction points and 10 skill points to spend wherever you choose.
- Fifth place – 4000 satisfaction points and 8 skill points to spend wherever you choose.
- Sixth place – 3000 satisfaction points and 6 skill points to spend wherever you choose.
- Seventh place – 2000 satisfaction points and 4 skill points to spend wherever you choose.
- Eighth place – 1000 satisfaction points and 2 skill points to spend wherever you choose.
- Ninth or lower place – Elimination. Make sure you have 8 sims or less that move on to Phase 2.
- *Remember, if you started with less than 16 sims, you are free to adjust how many sims are moved to phase two if you want.
- Any sims who are dead when the phase ends – stay dead. They can no longer be brought back once the phase ends.
Main Rules | Phase Two | Phase Three
This is an original challenge, based on the same premise as the Asylum Challenge. It is currently only written for streamers, and is very much still in testing. As soon as testing is done, I will take this notice off. Also: if you’re interested, I will be adapting this to solo play, as well, so … watch for that in the next few weeks. Lastly, I must include a DISCLAIMER: this is NOT meant to mimic anything in real life, mental illness is real, but this challenge is not meant to portray it in any way. This is a game, everyone, and this is about having fun. If you’re struggling with real mental illness, PLEASE.. seek help – you are important!
- This is a three-phase challenge that revolves around the original Asylum Challenge – and just like that challenge, is written with three difficulties. I have, however, made significant changes, so it may be inspired by the Asylum Challenge, but it no longer is even close to the same challenge.
- The first phase has your group of sims locked in a mental ward, and because they cannot leave (for their own safety), the only way they can “prove” that they are ready to be released is by completing successful projects while dealing with their fellow patients and the hardships of the hospital. For gameplay sake, all nurses, doctors, orderlies, etc.. are simply imagined, and any room that would be dedicated to them should remain locked to the patients.
- In the second phase, your group of sims have been released (the ones that earned it and survived, that is..) to the care of a Halfway House, where their rehabilitation begins. To be fully released, they must raise their skills to a certain level, show that they can be successful in their career, and also complete one or more Aspirations.
- In the third phase, the sims who have made it this far are fully released, and are going on about their life. This is a SCORED phase, and to “WIN” the challenge, one sim must get the highest point total (points are given for positive life goals, and points subtracted for negative ones!). If this sounds interesting, feel free to read on!
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