Saturday, March 8
His Last Painting
The last painting of Caspian Bates, son of Fedaykin Bates. Died peacefully in the garden at the beautiful age of 121 days. Succeeded by his son, Jupiter Bates, and his grandchildren Seth and Chani Bates.
Labels:
art,
death,
legacy,
Sims,
the road goes ever on and on
Wednesday, February 19
It's Not Exactly a Tree...
Just in case you guys hadn't looked lately - I'm over halfway to my goal of playing through 20 generations of Sims. You can take a look at the family tree here. As I was updating the page with the newest generations, I got to thinking .... it's not exactly a tree. When you see pictures of people's family trees on big genealogical charts (especially those charts that are trying to prove some sort of important something), well, they actually look like trees, because they show both sides evenly, or as evenly as possible.
I was going to include some sort of pictoral reference point here - maybe the family tree of some country's monarchy, but the more I looked at all of them, the more I realised that theirs don't really look like trees either... more like tangled, mish-mashed webs.
My sims? Well, I mainly just trace the heir's line, and show who they married, and any siblings, but that's about it. A lot of the time I can't show any more for the spouses' own personal lineages, as they are usually random townies generated by the game who don't have any parents at all. If they do have them, it only goes back one generation, and that's not much to add to the tree. Plus it makes it messy-looking. *** Edited to say I went back and added all known relatives, just to make it as accurate as possible. It looks messy, but the completionist in me is happy. The link above should still take you to the updated version. ***
I'm beginning to think they shouldn't look like trees at all.
It's also really rare for me to marry off the siblings as well, but the one or two times it's happened I was sure to show at least their spouse and any of their children - but again, with only an eight person limit to households, and never mind the fact that most of the time I've got at least three, if not four generations in the house at one time, it's hard to include everyone and their siblings. Hence the reason why most of my generations are only children, because I just don't have room for more than one. Let's not talk about Aegon's children. That was a fluke.
Yeah, we'll just call it a family vine.
I was going to include some sort of pictoral reference point here - maybe the family tree of some country's monarchy, but the more I looked at all of them, the more I realised that theirs don't really look like trees either... more like tangled, mish-mashed webs.
My sims? Well, I mainly just trace the heir's line, and show who they married, and any siblings, but that's about it. A lot of the time I can't show any more for the spouses' own personal lineages, as they are usually random townies generated by the game who don't have any parents at all. If they do have them, it only goes back one generation, and that's not much to add to the tree. Plus it makes it messy-looking. *** Edited to say I went back and added all known relatives, just to make it as accurate as possible. It looks messy, but the completionist in me is happy. The link above should still take you to the updated version. ***
I'm beginning to think they shouldn't look like trees at all.
It's also really rare for me to marry off the siblings as well, but the one or two times it's happened I was sure to show at least their spouse and any of their children - but again, with only an eight person limit to households, and never mind the fact that most of the time I've got at least three, if not four generations in the house at one time, it's hard to include everyone and their siblings. Hence the reason why most of my generations are only children, because I just don't have room for more than one. Let's not talk about Aegon's children. That was a fluke.
Yeah, we'll just call it a family vine.
Labels:
babies,
legacy,
mindless loops,
Sims,
story-telling,
wall of text
Friday, January 10
Pirates and Plonking Along
Ohmygosh. Getting back on track. The first thing that jumped out at me was that this game loves to randomly capitalize words. In every. Single. Line. Of. Dialogue. I will refrain from making
Then there's the matter of the controls. They are clunky, loose, and in some places a bit counter-intuitive. Granted, I have not played an AC game recently, and I suppose if I had that things would be different. Easier, perhaps. But that shouldn't be how a game is designed. A game should pull you in and be so smooth and fluid that you forget you are even playing, instead of frustratingly bashing your hips and knees against the crates and ladders and other climbable paraphenalia because ... not everything is climbable. Or you're doing something wrong. You are probably doing something wrong.
Other than that though, well, let's just say the game is gorgeous. I find it odd that so much of the intent behind this game is to run quickly and jump up walls and dodge and roll and hide here and there - but all I want to do is amble slowly along, taking in the sights. It doesn't make any sense for the game to be about speed and running blindly ahead when so much of the beauty of the game lies around you.
Then there's the characters. Yes, I am only just past the intro, but I am really loving the characters - the interaction between Edward and this guy ... whatever his name is. Yes, I realize I can't make a very strange argument for characters when I can't remember his name. But it was the interaction between them that caught my eye (ear?). Maybe we can attribute that to writing and voice acting more than characterization itself. But look! More Random Capitals!
In the end though, I'm determined to enjoy it, despite the clunky and sometimes vague controls, and consider it the only tropical cruise I'll probably ever have.
Labels:
AC,
ACIV,
graphics,
pirates ahoy,
platforming,
screenie of the day
Sunday, December 29
A Slap in the Face
I said once in an earlier post that I was thankful Sims never had fertility issues or miscarriages. I never considered child death to even be a possibility. I knew that if you didn't take care of the children, social services would come and take them away, but I never knew that the children could actually die. Even pregnant women seem to have a sort of immunity against death.
I say all this because the other day, I watched one of my Sim children drown. No, I did not trap him in the pool intentionally. In the Sims 3 you have to actually build walls around the pool to trap them in, since simply removing the ladders does not prevent them from exiting the pool (they are able to climb out of the sides of the pool). No, he just floundered and died.
Truthfully, I didn't even know he was in the pool. I was on the other end of the house, watching Fedaykin teach baby Marcus how to walk, and occasionally glancing over at Caspian painting in the living room. It was an otherwise calm and collected Sunday afternoon. Suddenly, the event camera jerks me over to the pool, just in time to see Pye slip beneath the water. I paused the game to stare in shock at his corpse, just suspended in the water. The knowledge that there was nothing I could do, that he was dead, that I had played for several hours without a save so I couldn't reload, that all the plans I had made for him were now useless. Pye was gone.
I un-paused the game and watched as the Grim Reaper showed up and most of the family ran outside to mourn and cry in shock. I have decided that this shot is one of the saddest and most horrifying screenshots I have ever taken in any of my Sims games. Pye, the child, begging for his life from the Reaper, who watches coldly while the child's grave lies between them. I will admit, I cried a little bit, not because I particularly liked Pye or anything, but because he was a child. A child.
Forgive me if the deaths of children hit me particularly hard.
Forgive me as well if the idea of a child, who for whatever reason must die, dies by drowning - is also particularly painful - I had a close brush with drowning as a child and was narrowly saved by one of my little sisters and my dad.
I suppose I had been living in this dreamworld where I felt the Sim children were immortal, unable to be harmed by fire or flood or famine, and that the worst thing that could happen was to be placed into state care. It was quite the slap in the face to learn otherwise.
I say all this because the other day, I watched one of my Sim children drown. No, I did not trap him in the pool intentionally. In the Sims 3 you have to actually build walls around the pool to trap them in, since simply removing the ladders does not prevent them from exiting the pool (they are able to climb out of the sides of the pool). No, he just floundered and died.


Forgive me if the deaths of children hit me particularly hard.
Forgive me as well if the idea of a child, who for whatever reason must die, dies by drowning - is also particularly painful - I had a close brush with drowning as a child and was narrowly saved by one of my little sisters and my dad.
I suppose I had been living in this dreamworld where I felt the Sim children were immortal, unable to be harmed by fire or flood or famine, and that the worst thing that could happen was to be placed into state care. It was quite the slap in the face to learn otherwise.
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Not something I ever wanted to see. |
Tuesday, December 17
The Journal of Gonff, page 2
I woke up this morning and sat on the steps of the Comb and Wattle. I had slept in the stable, for I had no money left at all, and my belly was rumbling with hunger. I didn't know what to do. I had tried everything. No one had any work for me.
I watched as people went about their business. Mostly common townsfolk, nothing interesting. Then, a stranger rode into town. He was rough looking, but he looked like he came from money, what with that big fancy horse of his and that green enameled armor. It was obvious he was a foreigner. I watched him for a moment as he rode slowly up to the inn and looked about, checking something in some little book of his. So, he had business here.
I leapt up and offered to watch his horse for him while he went inside. Foreign type like him should be easy enough to fool into thinking his horse needs to be watched. These might be troubled times, but no one is desperate enough to steal a horse yet. I just had to hope he didn't know that...
I must not be the wonderful salesman I always thought I was. Guess folks just used to buy my sister's salves and potions cause they actually needed em, not because of any great charisma on my part. The blasted fellow saw through my ruse, I think, and wouldn't even get off his horse while I was near! I wasn't going to make off with it, you miserable ....
In the end though, he gave me some pretentious speech about trying to always do good no matter your circumstances and not resorting to petty thievery just to get by. While I saw his point, I didn't need a sermon. He tossed me a few silvers and sent me on my merry way. I picked them up (stars above but I was starving) but I also didn't want to be some charity case.
I didn't stay to see what he did. I went to one of the shops in Combe and bought some food, and then wandered south a ways out of town, where I sat under a tree and ate.
Turns out the tree I was sitting under belonged to some local farmer and I had unknowingly wandered onto his land. He didn't have any work for me, of course. But! His brother, a lumberer on the east side of Combe, did. That work consisted of clearing out some wolves and a few of the Blackwolds from the Chetwood.
I am not a fighting man. I have a pair of knives, but one I've had since my boyhood, and the other I only picked up from a dead villager in the attack on Archet. I had never killed a man before.
At first, even after doing what the man asked me to do, I still felt as though I had not yet killed a human. These Blackwolds were a pest. They destroyed my village, killed everyone I knew. Stars know where my sister is. I even relished the feel of my knife slipping between their ribs, watching their surprise as they fell. They were evil, and deserved to die.
At the end of the day I found myself with a fat pocket full of silver - the foreigner's odd coins mixed with those from the grateful fellow at the lumber camp.
I went back to Bree and got myself a room at the Prancing Pony, completely overlooking the prices the innkeep was charging for both. I was a wealthy man now, with more silver than I'd had in years. But as I was eating, the reality of what I had done hit me. They may have been Blackwolds, but they were still humans. Still people, with lives and hopes and dreams. They were not like the mindless wolves I had killed, or the bear that chased me on the outskirts of Staddle. The food turned to ash in my mouth and the crackling fire suddenly felt like the Icemaw itself. Everyone was watching me, I knew it. They could see it on my face, could see the blood on my hands. Was there blood on my hands? I thought I had washed ...
I ran from the inn, guilt bearing down on my shoulders and grief clouding my eyes. I ran blindly, stumbling through the streets, until I could run no more. I retched up the little food and drink I had already consumed and fell down, exhausted.
When I woke up the next morning my pockets were empty. I had been robbed during the night. Good. I didn't want that man's pity money, or the blood money from what I had done. Better to starve and die.
I stood, slowly, and dusted myself off. I wandered aimlessly through the streets of Bree, and by nightfall found myself in this place known as Beggar's Alley. Here was where I belonged, among the thieves and the rabble and the ... the murderers.
Labels:
Gonff,
Landroval,
roleplaying,
RP,
story-telling,
the road goes ever on and on
Wednesday, December 4
Friday, November 8
Legitimate Reasons
Was playing Skyrim the other day, and found my adopted daughter roaming about in something slightly less than appropriate:
My only thinking is that perhaps she had the clothes stolen right off of her back. From a realistic viewpoint, I find this highly unlikely. From a gaming viewpoint, well, you get that dexterity up high enough you can do all sorts of crazy stuff.
Which is one reason I love tabletop RPGs so much. Games such as Dungeons and Dragons provide so much more room for story-telling and the imagination than even your most open world and sandboxy of video games.
As a DM for a local game, my players will occasionally ask me if they can do x. Can they justify doing x from a realistic standpoint, or have we entered the realm of Asian-martial-arts-film-gravity-defying power? My former boss at my job had a rule that was similar - she didn't care what we pinned into the dresses, as long as it made logical sense and we had a plan for carrying it out. If we just pinned it just to pin it, then that was a no. If my players want to do a triple somersalt over this minotaur just for the sake of doing it, then no.
If, however, you can provide a legitimate reason for pulling the skirt up like that, or tucking that seam there, then go ahead. If you can provide a reason for wanting to set that on fire, then sure, go ahead.
That may seem a bit restrictive, but bear with me, I, too, have my reasons.
For the longest time in my writing I steered clear of any sort of 'magic' or magical systems. I didn't want it, because I'd seen too many books where, over time, the author decided to use it as a crutch. Don't know how to escape from this latest hairy situation? MAGIC. Don't know how to solve this problem? MAGIC. I was tired of it, I consider it to be lazy, unimaginative, and flimsy.
I use that same logic with my players at the table. If they can accurately describe what they are trying to do - if they have a motive, some sort of plan behind what they are doing, then go ahead. You'll still have to roll for it, of course (nothing is free), but you can at least try.
I won't say this approach hasn't backfired before. In some cases, if a player wants to do something, but can't give an in-character reason why, then I've denied them, and subsequently they had a much more difficult time with the encounter or puzzle. I'm then faced with - well, if I had just let them do it, maybe it would have been easier.
But that's not the point.
My only thinking is that perhaps she had the clothes stolen right off of her back. From a realistic viewpoint, I find this highly unlikely. From a gaming viewpoint, well, you get that dexterity up high enough you can do all sorts of crazy stuff.
Which is one reason I love tabletop RPGs so much. Games such as Dungeons and Dragons provide so much more room for story-telling and the imagination than even your most open world and sandboxy of video games.
As a DM for a local game, my players will occasionally ask me if they can do x. Can they justify doing x from a realistic standpoint, or have we entered the realm of Asian-martial-arts-film-gravity-defying power? My former boss at my job had a rule that was similar - she didn't care what we pinned into the dresses, as long as it made logical sense and we had a plan for carrying it out. If we just pinned it just to pin it, then that was a no. If my players want to do a triple somersalt over this minotaur just for the sake of doing it, then no.
If, however, you can provide a legitimate reason for pulling the skirt up like that, or tucking that seam there, then go ahead. If you can provide a reason for wanting to set that on fire, then sure, go ahead.
That may seem a bit restrictive, but bear with me, I, too, have my reasons.
For the longest time in my writing I steered clear of any sort of 'magic' or magical systems. I didn't want it, because I'd seen too many books where, over time, the author decided to use it as a crutch. Don't know how to escape from this latest hairy situation? MAGIC. Don't know how to solve this problem? MAGIC. I was tired of it, I consider it to be lazy, unimaginative, and flimsy.
I use that same logic with my players at the table. If they can accurately describe what they are trying to do - if they have a motive, some sort of plan behind what they are doing, then go ahead. You'll still have to roll for it, of course (nothing is free), but you can at least try.
I won't say this approach hasn't backfired before. In some cases, if a player wants to do something, but can't give an in-character reason why, then I've denied them, and subsequently they had a much more difficult time with the encounter or puzzle. I'm then faced with - well, if I had just let them do it, maybe it would have been easier.
But that's not the point.
Labels:
DMing,
DnD,
dungeons and dragons,
glitch,
roleplaying,
RP,
skyrim,
story-telling
Friday, October 25
The Problem with Color
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Playing with color groupings. Also a horse. |
I'd been saying for years now that stained glass was high on my wishlist for Minecraft. It was something I was sure would take my Masterwork, my cathedral, to the next level.
![]() |
Random colors hooray! |
![]() |
He wanted Avengers windows. |
A friend and I played around with color groups and patterns, and we could figure out something that would work - or so we thought. In the end, I wasn't happy with any of it.
Turns out patterning color is much much harder than just patterning windows with clear glass. At least with clear glass all you have to figure out is what shapes you want. Now - it's - I don't know how to put it, other than I feel like some film director during the transition from black and white films to technicolor. What once did not matter much (if at all) now matters a lot.
I proceeded to Google screenshots of others' Minecraft creations, to get ideas. Well, as it turns out, the good news is that it is perfectly reasonable to be able to produce beautifully patterned windows. The bad news? To get a decent look, your window needs to be about 100 blocks high. Not gonna happen with this one. My large rose window at the entrance of the church doesn't even approach that height, I don't think. Honestly, I never really counted.
I'm beginning to think I like the cathedral as it is, with just the clear glass, or else with just a smattering of color (which you can barely make out on the rose window at the far end of the room in the bottom screenie). It's funny how long I wanted it, asked for it, and now that I have it, I don't know what to do with it.
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It's coming along, at least. |
Thursday, October 24
The Journal of Gonff

There was nothing left.
I might have been comforted by bones - but there were no remains. I'd like to think they are still out there somewhere, alive. Maybe they got out in time.
Well, that bit about nothing might be a tiny lie. I did find one thing - an old journal of my sister's - the one she used to write her herbal remedies and recipes in. It's a bit charred on the edges, but there were lots of blank pages at the end, and as I've nothing else to do - - -
The sky has been pouring rain for three of the five days since the fire. Rain. You'd think it could have been raining the day of the attack. Maybe then Archet would still be standing. The dead would still be dead, but there would be something still standing at the end.
Like every other refugee, I've fled to the other cities, looking for work, food - anything. Combe was full to bursting, and the guard of Staddle had been so increased over the past few days in fear of the Blackwolds, many folk (myself included) are avoiding the city simply out of fear.

There are so many people about, looking for homes and work and food, the citizens of Bree have hardened. Most are turning away any questions about employment, and many won't even acknowledge you in the first place.
The air is turning cold. I can tell winter is on its way, though the leaves have just now begun to turn. Maybe the dryness of summer's last breaths are what fueled the flames - maybe if it had only been a wet spring instead, or - - -
I stumbled my way through the streets to some inn called the Prancing Pony. It was warm enough inside, to be sure, but I spent almost the last of my coppers on a mug or two of cider to warm my belly. I had little enough left, none for a crust a bread, let alone a room.

No one saw me slip into the kitchen. No one saw me slip a few handfuls of food into my pockets. The ale was over-priced anyway - it's not like I was actually stealing. I was evening out the cost.
I am sure he has gouged the prices to take advantage of the refugees anyway.
The next morning I made my way to the Mayor's office. There was rumor he had a listing of those in the town who had work or lodgings. The line of people waiting to see the mayor was out the door, and the crowd around the notice board was so tight I am amazed I even got close enough to be able to read it. I took every name off that list I could remember in the time I had before I too was shoved out of the way with fellow desperates and went my way to check out the leads - all of them had either been filled already or - - -


Ah well, the rain has to stop eventually. The refugees will eventually all find work - places to sleep and eat and fields to work - and I will find - - - something. My sister, maybe?
Not tonight, though. I've got enough coin for one more bit of ale.
Labels:
Gonff,
Landroval,
lotro,
roleplaying,
RP,
story-telling
Monday, October 21
A Minor Pair of Glitches
It seems Ben Ben the Dog found a way to swim between dimensions. That, or else the floor really is lava. In which case, I don't think he knows how to play the game.
What is this I don't even.
Labels:
awkward turtle,
creepy sims,
glitch,
graphics,
Sims,
weird
Sunday, October 20
Thursday, October 10
Fedaykin and the Princess by the Water
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I might be a bit jealous. |
JC, Sybil, Celandine, and the boy left the longtime home of their ancestors and moved to Paradise Island, where they have made a new, lighter life among the tropics after the incredibly sudden and totally unexpected death of Rian, Fedaykin's father. Seriously, I had no idea, and it took me almost as long as it took Celandine to get over it. They left Warden and Vofura behind, but that's okay. I really can't stand those alien voice clips. JC bought a home on the top of a hill, and this is the view from their backyard. Life could be worse, I guess.

Celandine hasn't had much to say about it, really. She might just be letting him go his own way, letting him find himself after the death of his father.

And not just any girl. The girl. The only girl on the island he had any interest in from the beginning. Lilliana Ichtaca, the princess of the island. Literally, she's a princess. Her family is the last vestige of the hereditary monarchs of the island, left over from an era before the island was brought into the fold of whatever vague, amorphous democracy rules the collective cities of the Sims 3 world. I didn't think she would go for him. She's kind of a snob, and I have a feeling the only reason he piqued her interest is the fact that his family, whether they are new to the island or not, is definitely considered old money.

I hope he ends up with Lilliana. I hope she isn't horrible to him. I hope he is always by the water.
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I hope JC never stops being JC |
Monday, October 7
An RP Experiment: One Lonely Burglar, Seeking Companionship
This is Gonff. Aside from being my first male character in an mmo (heck, in any game where I had a choice), he is something of an experiment for me. I will be rp-ing this poor fellow as hardcore as I can. That means a few very distinct things:
1. He will walk everywhere, unless he has a justified reason to run.
2. If he manages to acquire a horse, he will probably walk the horse for the most part, as you can't run a horse like a race car. It'll collapse.
3. He will only do his adventuring during the day, unless his activities necessitate nocturnal behavior.
4. If, in the course of his adventures, he dies, then he is dead. Honestly, this is the one that scares me the most. I kind of want to run to my friends and see if I can wrangle up a pocket healer, but I don't know how that would fit into his character.
5. He must eat something at least once a day, and I don't mean while standing in front of an orc. He has to sit down, make a camp, and eat. While we are on the subject of making camp, let's talk about resting. He has to rest once at least every couple of in-game days - whether at night or during the day, it does not matter, but for an acceptable length of time. Enough to correlate with several hours sleep in the real world.
6. No use of global chat channels. He doesn't have a palantir, y'all.
7. No transferring of equipment or gold between existing characters on the same account.
8. No knowing things he doesn't know. He doesn't know people's names until they introduce themselves, there are no levels, etc.
9. In-game dialogue must be short and to the point, much like normal conversation. No rambling monologues or story-telling (unless he is asked to tell a story, of course).
10. ALWAYS STAY IN CHARACTER. No brackets, no OOC clarification, nothing. If it's not in character, it does not come out of his mouth.
This character is going to need a lot of patience. Probably a good bit of planning and a quick hand on the HIPS skill if he's to survive. It'd be great to have a buddy on this adventure, one willing to RP it out with me. Any takers? He's on Landroval. Send me a message and let's get going!
1. He will walk everywhere, unless he has a justified reason to run.
2. If he manages to acquire a horse, he will probably walk the horse for the most part, as you can't run a horse like a race car. It'll collapse.
3. He will only do his adventuring during the day, unless his activities necessitate nocturnal behavior.
4. If, in the course of his adventures, he dies, then he is dead. Honestly, this is the one that scares me the most. I kind of want to run to my friends and see if I can wrangle up a pocket healer, but I don't know how that would fit into his character.
5. He must eat something at least once a day, and I don't mean while standing in front of an orc. He has to sit down, make a camp, and eat. While we are on the subject of making camp, let's talk about resting. He has to rest once at least every couple of in-game days - whether at night or during the day, it does not matter, but for an acceptable length of time. Enough to correlate with several hours sleep in the real world.
6. No use of global chat channels. He doesn't have a palantir, y'all.
7. No transferring of equipment or gold between existing characters on the same account.
8. No knowing things he doesn't know. He doesn't know people's names until they introduce themselves, there are no levels, etc.
9. In-game dialogue must be short and to the point, much like normal conversation. No rambling monologues or story-telling (unless he is asked to tell a story, of course).
10. ALWAYS STAY IN CHARACTER. No brackets, no OOC clarification, nothing. If it's not in character, it does not come out of his mouth.
This character is going to need a lot of patience. Probably a good bit of planning and a quick hand on the HIPS skill if he's to survive. It'd be great to have a buddy on this adventure, one willing to RP it out with me. Any takers? He's on Landroval. Send me a message and let's get going!
Labels:
Gonff,
lotro,
obsessiveness,
roleplaying,
RP,
story-telling
Saturday, October 5
The Wibbly Wobbly Doldrums
I'm finding this time to be a bit .... slow. There's not much in the way of new games, unless I've just fallen out of the loop. I'm sitting here waiting for Starbound, maybe Wildstar. I dont know. I've tried Rift, I don't know how I feel about it. I could try more console stuff, I guess. I feel so behind in all the releases, recent or otherwise. I've never finished Bioshock, or Red Dead Redemption, or even that last Prince of Persia game, whatever it was called.
Have I fallen out of gaming? For several years it seemed to be all I cared about. Now that I'm about to jump headfirst into writing again, I don't know.
Is this what growing up feels like? I hope not. I know plenty of people who still game well into their forties - heh, even my mother, in her fifties, games a bit. Does that make them losers? People who found a hobby they still manage to derive satisfaction from after all these years? The cool people?
So what am I? Where do I fall? Am I destined to be one of those stodgy, 'mature' adults?
I suppose I'm a bit young to be having a mid-life crisis. Or else too old to be wondering what I'll do when I 'grow up.'
Also, this is the last time I type a post on a tablet. Erg, hate touch keyboards.
Monday, April 8
Almost Halfway There

Well, let's see. JC turned out to be a much better husband (and father!) than I thought he would. He stuck with his job as a police officer, and eventually was promoted into the detective/spy branch, just like he wanted. For a while, he actually looked kind of dashing in his uniform. He cut his hair, was constantly working out, and kept a pretty good income coming in.

Both children grew up in boarding school, which made it easier to manage the house in the elder days of Virgil and Mary, while JC was working so hard to rise in the ranks of the precinct and Sybil was being.... Sybil. Training horses, I think. She was kind of lazy, actually.
But then Celandine and Warden came home from boarding school, all grown up and ready to be productive. Celandine fell in love almost instantly with the family butler, Rian Bates, and they were soon engaged. Probably one of the most romantic engagements I've ever seen in my Sims games. Made me smile.
They had a simple, private ceremony, and she was pregnant soon after. I am so glad Sims never have to deal with fertility issues. She had a son, whom I named Fedaykin (had Dune on the brain, no regrets), who has his dad's black hair and darker skin, but still has those yellow eyes. An interesting mix, and if he gets his dad's cheekbones I'll be happy.

I may have tinkered with her skin tone a bit. Just don't like that green skin. Wanted her to come from a warmer planet. The baby doesn't look half bad though.
In the end, Fedaykin and Tan-loc are so far the sole members of Generation 9 - and then it will be 10 coming up before I know it.
It's all downhill from there, they say. Please don't glitch out.
Labels:
babies,
legacy,
Sims,
Thing 75,
wall of text,
weddingsiloveweddingsdrinksallaround
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