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Author Topic: The Cult of Boojham, a legacy  (Read 1098 times)

Offline Wova4

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The Cult of Boojham, a legacy
« on: May 11, 2010, 11:45:20 AM »
This thread will follow the Cult of Boojham, a legacy-style game I'm developing which follows a group of like-minded sims who desire a Utopian, communal lifestyle.

Note:  this isn't intended to be any sort of commentary on religion or beliefs.  The ideas that guide the cult are only abstractions, and may not even be religious in nature.  The structure of the legacy is designed to mimic the social life of the cult (leadership, establishment of taboos, etc), not the theology.

Quote
P.A. (short for Paul Andrew) found Leopold Boojham to be a strange old bird when he reported to work as his handyman and groundskeeper.  The elder lived away from town by himself.  He must have valued his privacy, because he had built a wall around the property, keeping prying eyes from his very modest hut.  Leopold explained that his skin disorder made him uncomfortable in public.  P.A. believed Leopold--he'd never seen someone so green before.

The garden was a mess and P.A. didn't know the first thing about farming, but he started working a small vegetable patch.  Soon he was harvesting produce and making a bit of income.  In his plentiful free time, P.A. painted, using a battered easel he'd recovered.

Leopold stayed inside his hut most of the time, typing on an out-of-date computer.  It wasn't until galley proofs started arriving in the mail that P.A. realized that Leopold, despite his age, was working towards a career as a professional author.

Game play notes:

I started a new game, running normal lifespan, with two sims.  The first sim (Leopold) is an elder with a LTW to be a Professional Author, among his traits are Loner, Hates the Outdoors, and Book Worm.  The second sim (P.A.) is a young adult with a LTW to Master the Arts, including traits such as Friendly, Charismatic, and Flirty.  For purposes of legacy rules, I refer to these sims as the Guru and the Founder, respectively.  Each has a set of game play restrictions listed below.

The first phase of the game centers on the relationship between the Guru and the Founder.  It is during this phase that the Guru imparts to the founder unspecified wisdom and knowledge, and ultimately leaves a modest inheritance to the Founder.  This phase is also intended to be played under financial distress.

The sims were moved into the Waterfall Way lot in Sunset Valley.  The entire legacy will be played on that lot.  Immediately upon arrival, I constructed a wall around the plot, leaving a small area outside open for the mail box and trash can.  The wall is not enclosed, leaving a small gap that can be filled in with a fence.  If you entirely enclose the lot, you will not be able to garden, except around the very edges of the lot.  This wall left me with minimal funds for furniture and a small enclosure for the Guru to stay in (as he hates the outdoors).

I've decided to restrict the refinement and sale of collectibles (gems, ore, space rocks, bugs, butterflies) and fish in order to put additional financial pressure on the sims.  I call this restriction the Museum Requirement:

  • Every unique collectible item found must be permanently placed on the lot to serve as a specimen for the cult to study
  • Only duplicate specimens may be sold or donated to the science facility
  • Gem specimens are also to be retained by cut--one of each cut of each gem.
  • Gem duplicates can only be sold after all available cuts have been made for that type of gem
  • Space rocks are to be retained by the largest size owned per named type
  • The first perfect fish of each type caught should be mounted and placed on the lot
  • Specimens of any type may be moved around on the lot as needed

Rules for the Guru:

  • The Guru may never leave the lot.  This also means careers are out.  Plan traits accordingly.
  • The goal of the Guru is to create as many item Artifacts as possible before his or her death.
  • Artifacts include books written by the Guru, paintings painted by the Guru, or skill certificates earned by the Guru for mastering a skill.
  • Artifacts should never be sold
  • Among the artifacts produced by the Guru should be 5 non-fiction novels, which establish the wisdom of the Guru and will be read by all Sims in the family
  • The Guru's tombstone should be placed on the lot and never removed

Rules for the Founder (Phase One):

  • The Founder may never concern himself with career ambitions
  • If the Founder dies before the Guru, the game ends
  • While the Guru lives, the founder may not move in sims, bear or adopt children

Offline wildredchild

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Re: The Cult of Boojham, a legacy
« Reply #1 on: May 11, 2010, 02:50:30 PM »
Very nice lead in and and set up Wova4.  I look forward to following this legacy.

Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #2 on: May 11, 2010, 05:22:33 PM »
Thanks, Wildredchild. It's very much a work in progress, but I hope to document a different style of legacy play.

I should also add that I'm working with several standard game rules for legacies like Pinstar's:

  • No life duration modifications (life fruit, ambrosia, etc)
  • No use of cheat codes, other than to fix bugged games.
  • A game-long goal of collecting paintings of cult members
  • Fresh game start with no town modifications
  • No custom content
  • Random assignment of traits after initial generation
  • No use of exploits like the guitar trick
  • There is a temporary ban on trips abroad with WA until I can figure out how best to incorporate them

I'm leaving the question of a scoring system until I've played through the whole test.

I welcome feedback, but I'm not going to adjudicate rule interpretations for players who want to play their own cult legacy in this mode.  The game is what you make of it.  My play style is very restrictive and may not be to your taste.


Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #3 on: May 11, 2010, 10:59:30 PM »
A few photos...



The Guru:  Leopold Boojham



The Founder:  A. P. Boojham



A wide angle shot of the compound at week 2, complete with gorgeous undecorated walls  Only the brown room in the farthest upper right hand corner was part of the original construction.

If you're sharp-eyed, you'll see I'm holding out a bit.

Offline AriaGirl77

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Re: The Cult of Boojham, a legacy
« Reply #4 on: May 12, 2010, 12:53:09 PM »
Leopold sure has a sweet bike helmet there.  ;)

Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #5 on: May 13, 2010, 09:16:43 AM »
AriaGirl77 - I'm a firm believer in making sims with the insane trait easily identifiable.

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Life at Leopold's country home settled into a routine for P.A.  Every morning he started in the vegetable path, teasing better and better apples, lettuce, grapes, and tomatoes from the soil as he learned tricks to gardening.  In the afternoon, he either took a walk in the country side, or traveled into town to visit the public library.

One day P.A. was lugging a large meteorite he though would look nice in the garden when he had a rare sighting of Leopold outdoors.  The strange man was going through the mail, shaking his head and muttering.

"Good afternoon," said P.A.

"They don't understand my brilliance," said Leopold, without a glance at his gardener.  "I'll show them."

The green man stomped back to his shack.  Shortly thereafter, the clatter of typing resumed.  P.A. had grown accustomed to Leopold's unique behavior.  The man only ate canned soup; he had cases of it stacked beneath his bed.  It wasn't unusual to hear Leopold having loud arguments with himself in the small hours of the morning.  He did have a very strange greenish skin tone.

As for Leopold's brilliance, P.A. had his doubts.  He had borrowed one of the galley proofs of Leopold's books and tried to read it.  It read like a stereo manual translated into Finnish and back to English.  The diagrams seemed to have little to do with the text.  P.A. was forced to give up the book when he hit the chapter on the Pareto distribution and its relation to the use of condiments in Victorian-era England.

A few days later, Leopold came looking for P.A. and stuffed a wad of simoleons into P.A's hand.

"Go buy a nice bookcase for me, would you?"

Leopold had written a best-selling novel--a rousing space adventure featuring a green-skinned earthling who found acceptance among an alien race.


Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #6 on: May 14, 2010, 11:56:22 PM »
Quote
When it came to science fiction, Leopold Boojham was modern master.  With a feverish devotion, he typed fourteen to sixteen hours a day, sparing breaks only to eat his beloved canned soup or sleep.  P.A. started to feel as if Leopold were not actually present, but the mailbox was stuffed with checks and complimentary copies of Leopold's books.  P.A. started to manage the estate since Leopold didn't like to be disturbed.

P.A. was becoming an artist in his own right.  Long gone were his crude early attempts at painting, sold to near-sighted elders at garage sale prices.  P.A. even caught Leopold in a free moment to commit his likeness to canvas.  Like the man, the portrait was dark and mysterious.

During the small hours of the morning, Leopold was halfway through his twenty-fifth book, when a visitor came he couldn't ignore.



P.A. was surprised at his tears, though he blamed the broken shower he was repairing at the time.  He'd grown accustomed to the solitude of the estate and the constant roar of the nearby waterfall.  With Leopold gone, he faced the prospect of a traditional job--something he never felt he would be happy doing.

Thus estate lawyer's news surprised P.A.  He inherited the land and belongs of Leopold, in recognition of his hard work and loyalty.  There might have been more, but the Leopold's publisher claimed the outstanding royalties as a reserve against unsold stock.  Still, Leopold had enough to live on, even if it were merely a modest amount.

At Leopold's request, he was buried on his land.  P.A. was the only witness to the funeral.  He started to read P.A.'s last book, hoping to once again hear the man's voice, if only in his head.

It wasn't actually bad.  Not like the first one he'd read.

That's the end of phase one.  Leopold netted 24 books: 5 nonfiction titles, 18 science fiction novels, and 1 biography for an opportunity (I titled it The Guru Pays Some Bills).  He made his LTW to be a professional author with 2 or 3 days to spare, which was a big surprise considering my first test game didn't even get close.  Before Leopold died, he'd earned a little bit over $10,000 from writing.  I was a little surprised the royalties shut off automatically, they would have provided another $16k-$20k had they run their course.

It's probably a bit early to reveal this, but the first thing Leopold's ghost did when he came back was to float off the lot back by the pepper plants.  I'd kept him on the lot without failure the whole time, he must have been itching to get a better look at the waterfall.

The second phase of the legacy is another short segment I call "Gathering".  The primary idea is that the Founder starts to draw a group of followers.  This phase ends when the Founder dies, and the lot population should be eight (including the Founder) before that happens.  A secondary part of this phase is to establish the First Taboo, which is a restriction on play.  I'll deal with taboos, which are a large part of the remainder of the legacy, at a later point.

The Gathering Phase is the most open part of the legacy.  Only a few rules need to be observed:
  • The Founder still may not join a career (and never will)
  • The Museum Requirement is still observed (and always will be)
  • You may move in (via ask to move in) sims, bear children, or adopt children to reach a full lot population
  • Sims other than the Founder may have careers and generally act freely in any capacity, so long as they observe the Museum Requirement and Travel Restriction (below)
  • Like most legacies, completion of Lifetime Wishes of all sims is a scoring goal.  Unlike Pinstar's legacy, blood relationships are not required to "count"

I've also settled on my rules on WA travel, referred to as the Travel Restriction:

  • Only a sim with a LTW which requires travel abroad may do so
  • These sims may only travel so much as to complete the requirements for their LTW
  • More than one sim may travel, but each sim must have met the LTW rule
  • Only sims who have the LTW to be a Great Explorer (fully explore six tombs in each location) may enter tombs -- this is to prevent other sims from completing content that can't easily be reset.  After this LTW is completed, it may make sense to ease this rule.
  • Vacation homes are banned
  • Fraternization with the locals is allowed, but visits may not be made solely for this reason
  • The Founder may not travel while the Guru lives

Example:

A sim with the Physical Perfection LTW (Max Martial Arts and Athletic skills).

If the lot lacks martial arts equipment (practice dummy and board breaker), the sim may make one trip to China (minimum number of days) to buy the equipment.

If the lot already has the equipment, no travel is necessary.

So, how do you gather the first generation of followers?  Here's a list arbitrarily ranked from easy to hard:

1.  Any convenient combination of methods
2.  Moving in entire families
3.  Moving in parts of families
4.  Marrying the founder to a sim and suffering through six toddlers
5.  Moving in single sims
6.  Only moving in single sims who were service workers:  Maids, Firemen, Repairmen, Newspaper Delivery, etc
6.  Moving in single sims from China, France, or Egypt only (hardest due to the travel restriction, but not impossible)

I had planned to only move in single Sims, but this was very tricky once I realized I wanted the followers to be younger than the founder in most cases.  Check in later to see how it worked out.

Offline Pam

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Re: The Cult of Boojham, a legacy
« Reply #7 on: May 15, 2010, 01:06:32 AM »
Very nice, Wova.  You've got great writing skills.  :)
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Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #8 on: May 15, 2010, 10:09:45 AM »
Thanks for the compliment, Pam.  It's good to know people are enjoying it, thus far.

Offline Simstar3

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Re: The Cult of Boojham, a legacy
« Reply #9 on: May 15, 2010, 12:19:35 PM »
Who are you quoting?
Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear.
-The Black Sacrament, Skyrim

Offline Wova4

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Re: The Cult of Boojham, a legacy
« Reply #10 on: May 15, 2010, 02:26:59 PM »
I use the quote function to visually differentiate the story from the other commentary.  If I quote someone in the normal way, I'll try to make it clear that I'm doing so.

Offline AriaGirl77

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Re: The Cult of Boojham, a legacy
« Reply #11 on: May 15, 2010, 05:05:09 PM »
Really enjoying this Wova!