The Oregon Trail Challenge
Welcome to the Oregon Trail Challenge. I will have the full challenge below but if you would rather read it in a Google Doc, you can find the link here: https://tinyurl.com/3acu4re8
Welcome to the Oregon Trail Challenge. During this challenge, you will designate a set amount of sims to follow a trail that goes from Missouri to Oregon. You will have to create your party, learn what kind of items you get to bring, and then see if your party gets to survive until the end.
Required Mods:
Ye Olde Cookbook Mod.
MCCC (Recommended)
UI cheats (recommended)
Pregnant women can die mod
Children can die mod
Religions mod
Carriages and horses mod (Optional not needed)
Swimming gains hygiene mod (recommended)
Recommended Packs:
Cottage Living
Outdoor retreat
Other packs are scattered throughout but can be interchanged with other things).
CAS:
First thing you want to do is to create your family. Roll a dice to see how many people are allowed on your journey. If you have MCCC, I recommend playing in a 10 or 15 person household.
1: 2 people
2: 3 people
3: 4: people
4: 5 people
5: 6 people
6: 1 person
After you see how many people are in your party, roll a dice to see what gender they are going to be.
1: Boy
2: Girl
3: Your choice
4: Boy
5: Girl
6: Girl
After all is chosen, you can decide how they are related to each other or if they are related at all. Maybe you decide to have one household or two. If you have two people, maybe they are married to each other. Whatever you decide will be what it is. After you have created them, you will want to see what they can do for the party. All party members can harvest from the forest but only certain classes can do certain tasks. Only the leading Man can determine how much cash you start out with. If there are no men, then the leading woman determines how much cash you start out with. Every party member has to have a class type.
1: Missionary - Can read the bible and can purchase sim rewards to help with other sims' moods. Starts off with 100 simoleons
2: Trapper - Can hunt for meat in the forest. Starts off with 500 simoleons.
3: Banker - Charisma skill starts out with 1600 simoleons
4: Farmer - Can grow food to help with other sims. Starts with 400 simoleons.
5: Carpenter - Can use the woodworking bench and can fix the wagon. Starts out with 800.
6: Physician - Can buy medicine for party members. They can also roll a medicine die to see if a person can be cured when with illness. However, they can only roll once a week for one sims illness. Starts off with 900 simoleons
7: Musician - Start with an instrument. Starts off with 100 simoleons
8: Prospector - Can mine for gold at camps. Can harvest nearby rocks. Starts off with 800 simoleons
9: Angler - Is the only party member who can fish. Starts off with 400 simoleons
10: Adventurer - Has to have the adventurer trait or a trait like it. Starts off with 100 simoleons.
Last but not least, it would be terrible to have to make it to Oregon on foot. Roll a dice to see if you get any animals or vehicles that can help you on your journey. Some of these will require you to spend money to have it.
1: horse (you can set a lot challenge for wild grass but do not keep anything you find in it).
2: Dog
3: Llama
4: Cat
5: Cow
6: Chicken
And we are off! Roll a 4 sided dice to see what season you get to start in.
1: Spring
2: Summer
3: Fall
4: Winter
And then pick which world. The world should be American based so here is a dice roll with the worlds you can choose from. Try to choose a big lot as you will be spending some time in this world unless prompted otherwise.
Worlds:
1: Brindleton Bay
2: Willow Creek
3: Magnolia Promenade
4: Copperdale
5: Newcrest
6: Oasis Springs
On your lot, you will need to buy a few things. Figure out what to buy versus what to wait to buy until you have more money. Here are some of the things you can buy. Most of what you buy should be something you can travel with. You SHOULD NOT build yourself a home. You are trying to travel to Oregon. You are not staying in one place.
Sleeping bags
Tents
Firepits
Grills
Woodworking tables
Seeds
Musical instruments
Showers (you can always shower in the rain or swim for more realistic gameplay)
Horse play items
Food bowls
Chairs
Tables
Telescopes
Books
Things Your Lot Needs to have (you can cheat your money to get these):
A pond (swimming pool, fishing area, the choice is yours)
The Ye Olde Cookbook Sign post (for hunting and gathering).
The off the grid and simple living lot challenges
Potty bush
Hay
Barns/pets that you have rolled
The rest you will have to buy on your own with the money you have or earn. Any supplies you earn along the way cannot be sold for money but can be deleted if there are too many.
Daily Tasks:
Every day you will roll a die to see how far you travel that day. When you have reached 2170 miles, you have made it to Oregon! On Sunday of every week you can not travel and must rest.
Miles:
1. Slow- 25 miles
2: Slow- 30 miles
3: Medium- 35 miles
4: Medium- 40 miles
5: Fast- 45 miles
6: Fast - 50 miles
Every day you will have to roll a die to see what is going to happen to each of your sims. These can either be good things, mediocre things, or really bad things. Your sims can even die. Each sim in your party from the life stage of child onward must roll for one of these things.
1: Trail dice (these are mostly good things)
2: Calamity dice (These are mostly bad things, if sim gets sick and does not recover, they have to roll a calamity die every other day.)
3: Supply dice (you can earn supplies for no cost here)
4: Nothing happens
5: Trail dice (these are mostly good things)
6: Calamity dice (These are mostly bad things, if sim gets sick and does not recover, they have to roll a calamity die every other day.)
1 & 5- Trail Dice (use 2d20):
1: Invite a sim to join your party (roll for class type - that is how much money they bring to the party).
2: Adopt a pet! (Roll the die again for that section)
3: Find 300 simoleons
4: Have twins (if no one is married in your party, get creative or ignore this).
5: Change Class type
6: Have a party with other sims you have met on the trail (these are just sims you meet or sims in your household).
7: Move to a different location
8: Get Married! (If there is no one left in the party that needs to get married, ignore this).
9: Have a kid (if no one is married in your party, get creative or ignore this).
10: Have that sim you rolled for become disliked by one person.
11: Sim recovers from illness
12: Your party takes a shortcut and gains 35 miles.
13:Get Married (if there is no one left in the party that needs to get married, ignore this).
14: Adopt a pet! (Roll the die again for that section)
15: Invite a sim to join your party (roll for class type - that is how much money they bring to the party).
16: Find 50 simoleons
17: Adopt a child (story wise, this is a kid who lost their party or had everyone die in their family)
18: Move to a different location (only keep 7 items with you as you move).
19: Sim recovers from illness.
20: Adopt a child (story wise, this is a kid who lost their party or had everyone die in their family)
21: Invite a sim to join your party (roll for class type - that is how much money they bring to the party).
22: Adopt a pet! (Roll the die again for that section)
23: Find 300 simoleons
24: Have twins (if no one is married in your party, get creative or ignore this).
25: Change Class type
26: Have a party with other sims you have met on the trail (these are just sims you meet or sims in your household).
27: Move to a different location
28: Get Married! (If there is no one left in the party that needs to get married, ignore this).
29: Have a kid (if no one is married in your party, get creative or ignore this).
30: Have that sim you rolled for become disliked by everyone in the party (including spouses).
31: Sim recovers from illness
32: Go on a date
33:Get Married (if there is no one left in the party that needs to get married, ignore this).
34: Fight someone
35: Go cloud gazing/stargazing with another sim from your party
36: Find 50 simoleons
37: Adopt a child (story wise, this is a kid who lost their party or had everyone die in their family)
38: Move to a different location (only take 7 of your lot items with you).
39: Sim recovers from illness.
40: Start a collection
2 & 6- Calamity Dice (use 2d20):
1: Sim gets sick (roll the death die to see what happens).
2: Compass breaks (divide the amount you travel for the day by half).
3: Remove all your money
4: Ruin your marriage (if not married, ruin a friendship).
5: Get rid of everything in your inventory (this sim only).
6: Wagon is destroyed (get rid of all sleeping bags/tents.)
7: Crossing the river (roll river die)
8: Pet dies (if pet cannot die, remove them from your lot/household).
9: Gun malfunction (Your class type is ineffective for one day).
10: Delete half of your money
11: In summer, sim gets heatstroke (by placing them in winter clothes). In Winter, sims freeze (by placing them in summer clothes). Lasts until sim can level up one skill.
12: Sim gets lost (don’t roll for them for two days. They also cannot do anything for the group)
13: Sim gets sick (roll the death die to see what happens).
14: Get rid of everything in your inventory (this sim only).
15: Ruin your marriage to the point of divorce (if not married, ruin a friendship).
16: Remove all your money
17: Start a fire. Half of the items on your lot are destroyed and must be gotten rid of.
18: Crossing the river (roll river die)
19: Sim gets sick (roll the death die to see what happens).
20: Pet dies (if pet cannot die, remove them from your lot/household).
21: Sim dies (roll death die).
22: Get lost in the woods (divide the amount you travel for the day by half).
23: Loose half of the items on your lot
24: Your sim goes insane. Have them not wear any clothing for a full day.
25: Get rid of everything in your inventory (this sim only).
26: All of the crops die due to extreme weather
27: Crossing the river (roll river die)
28: Sim cheats on a partner or spouse. (If not in a relationship, become disliked by your best friend).
29: Sim goes crazy and murders the sim closest to them. (Sim must then be kicked out of the party.)
30: Sim gets sick (roll the death die to see what happens).
31: All of the crops die due to extreme weather
32: Any food in any sims inventory is now spoiled.
33: Sim gets sick (roll the death die to see what happens).
34: Sim dies (roll death die)
35: Remove all of your money.
36: Divorce your partner for no reason. (If no relationship, then become disliked by the sim who likes you the most).
37: Start a fire. Everything on your lot except what is needed (see lot needs) is deleted and no money added to your account.
38: Crossing the river (roll river die)
39: Sim gets sick (roll the death die to see what happens).
40: Add ghost of dead party member to the group for a week. After that, you may release their spirit. Ghosts may only roll calamity dice.
3- Supply Die:
1: Find a telescope
2: Find a sleeping bag
3: Find a Chess table
4: Find a woodworking table
5: Find yarn basket
6: Find Vegetable seed packet (anyone can plant these)
7: Find Fruit seed packet (anyone can plant these)
8: Find insect farm
9: Find Bee Box
10: Find bonfire
11: Find cooler
12: Find cheap tent
13: Find exotic water garden
14: Find wishing well
15: Find cheap grill
16: Find jar of marbles
17: Find hopscotch
18: Find set of books
19: Find Bubbles
20: Find herb seed packet (anyone can plant these).
Death die:
If this is for an illness, the physician can cure illness unless it is there once a week or if their trail die says to recover. You must also roll for calamity every other day. If you get more than one sickness, you have to roll a calamity for each sickness every other day.
1: a fever
2: dysentery
3: measles
4: cholera
5: typhoid
6: exhaustion
7: a snakebite (if illness, if not cured in 3 days, sim dies)
8: a broken leg (if illness, sim cannot forage until fixed)
9: a broken arm (if illness, sim cannot forage until fixed)
10: drowning (if your sim gets sick, then use this as something else).
River Die:
1: You make it past the river
2: You slip losing your inventory
3: You slip forcing you to remove one item from the lot
4: You have to roll death die for illness
5: You have to roll death die for illness
6: You have to roll the death dice to die.
Medicine Die:
If on the same day the illness occurs, illness still has to be in effect for at least one day.
1: Doesn’t cure
2: Doesn’t Cure
3: Illness kills sim
4: Doesn’t cure
5: Cures Illness
6: Cures Illness
The Game Ends:
The game ends when you have traveled all 2170 miles from Missouri to Oregon with at least one sim standing.
If you want to score points:
For each sim standing (20 points)
For each basic necessity (5 points)
For each fun activity type (5 points)
For each death (-10 points)
For each location you traveled to (10 points)
For each skill you max (20 points)
For each sim that gets sick (-5 points)
If you don’t want to score points and you make it to Oregon, congrats you made it! Tag me in your Oregon Trail Challenge @RileyTate771 on Instagram and Twitter or @RileyTate on Youtube. I hope you enjoy the challenge and find it a fun adventure!
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