My Rotational Gameplay System
Hi! There's a video on my channel about how I play rotationally, but some info there is outdated. I figured a post can always be edited, so it's a better way to share how I play The Sims 2.
What is rotational gameplay?
Playing rotationally means that you play multiple households for the same number of days, jumping from one to the other in rounds. This way, you keep the households even, have story progression in all of them, and then you can make them interact, intertwine and merge into new families, not leaving any playable Sim behind.
If you play two-three households and leave the rest unplayed, that's also rotational gameplay. There's no right or wrong way to play The Sims 2!
Setting up the neighborhood
First of all, stealth hoods. I don't want all the same Sims appearing in my family bin over and over, so I made the stealth hoods empty. This tutorial shows how to do it.
Second, I think of which subhoods make sense for this neighborhood. I hardly ever add Downtown. Vacation destinations depend on what I need, I usually add one during gameplay if I'm planning a vacation (which is rare). I like to have one, max two university hoods, especially if they include pre-made Sims. And Bluewater Village is completely redundant, but I sometimes make my own shopping district as an extra area. For example, in my Pleasantview 2.0 I made "Goth Square" that is kind of like a downtown district with apartment buildings, restaurants, clubs etc.
Sometimes I'll tinker with seasons, e.g. Strangetown seems like warm climate, so I might turn off winter in it. Riverblossom Hills must stay default, though.
One round is 4 days for most of my neighborhoods. Some people do it by days of the week or seasons in-game, but I can't be bothered synchronizing my neighborhood after someone moves out and it's again a summer Monday for them. If it's Thursday in the middle of winter in another household at the same time, I really don't mind.
I'm an old school gal when it comes to taking notes to keep track of played days. I have a paper notebook with the grid pattern and mark rounds as squares – each line is one day. I have a whole list of families named by last names mostly, but if a last name repeats (which is often), I either sign them with one of the Sims' first name or their last name + initials. For example, in Riverblossom Hills I have families named Roth (for the "main" Roth family still living in the original house) and Roth LF (Roth – Larch & Fiona).
These days, I use erasable pens in my notes, so no crossing out if a family merges with another or changes its name. For marking days, I still like to use a simple pencil. For side notes (such as planning someone's career or matchmaking) I either use sticky notes or draw a special square and use the erasable pens again to take easily erasable notes. If there's no space on the page anymore, I move onto another. I always keep the old pages, though! I have them pinned in the back of the notebook. Also, I only use notebooks that have tabs of different colors and each neighborhood has its color. Blue for Pleasantview, green for Strangetown, purple for Veronaville, orange for Riverblossom Hills etc. I like to match pen colors to it as well. Yes, I do have ideasthaesia.
For more "serious" neighborhoods I have an additional document on my PC in table form where I plan out the storytelling. I pretty much only have it for my Youtube let's play neighborhoods like Townieville.
Fun fact: I have two separate notebooks for "work neighborhoods" and "private neighborhoods". The work one is in smaller format 😂
Here's a fragment of my Townieville notes (the Bendett-LeTourneau family takes too much space when spelled out lol):
As for aging, I made my own custom lifespan that mimics real life years (1 day = 1 year). However, I only age up Sims at "1 day away" (aka the orthodox way) when they're babies and teenagers. Babies because I want them to be 1 year old as toddlers (only Nopke somehow figured out a way to make the baby stage actually 1 day), and teenagers to give them time to attend college. In all the other stages, I wait until the last minute for them to age up on their own. I would never remember to age them up manually or throw parties, also the 1 extra day would make it difficult for me to count their age. That results in the elder stage starting at "57 days old", but I count it as 60 years old. I like to know how old my Sims are for context, that's all.
My limit for one neighborhood is 16 families. If there's more, one round takes forever and I lose interest. In my old Pleasantview, I finally managed to lower the number of families from 24 to 18 and still going. It feels great! So, as you see, I can't do an uberhood/megahood.
To stop my neighborhood from expanding too much, I simply don't make too many kids. I have pretty strict rules that are based on aspirations: Family+Family is 3 kids, Family+Other is 2 kids, Other+Other is 1 kid. If both Sims have family as a secondary aspiration (and I remember that they do), I'll make them have two. It has been working pretty well, but I'm open to changes in the future. Sometimes I will even impregnate a Sim with InSimenator instead of naturally to make sure it's not twins.
I mark every birth on a certain day as a dot and letter (B/G – boy/girl) and plan newborns in advance to have babies be born at a similar time and with balanced genders, so I can match them later. Of course I do have same-sex couples and big-age-difference couples as well. It all comes out when the babies get older, but synchronizing births creates a solid basis. Usually there are no more than 4 kids born in one round.
I love townies, but I avoid bringing them into the neighborhood as much as I can (it expands the population). If two playables are not related and have the potential to be together, I'll tinker with their chemistry to make it happen. I have this mod to help me avoid marrying second-cousins, even if it's not really that big a deal in real life. I do follow chemistry very much in matchmaking though, so if there's any decision to be made between two Sims, I'll always go for the one with the higher chemistry (sort by chemistry and choose the one that appears first – even if the bolts are the same, they are sorted by points).
I like to say that I play half-wants-based. I especially like to use wants to avoid having only wealthy families. How? Only if they roll a want of getting a skill point, I'll prioritize career skill points and let them get promoted. Otherwise, they might stay at the same level for years and do other things instead such as hobbies. Even if their lifetime want is the top of a career – the Sims are responsible for progressing in their careers. I don't lock the skill wants either, only the promotion ones if a promotion is guaranteed. But keep in mind that I use mods for no friends needed for careers and less often promotions (I changed it to 85%). That way, some Sims struggle financially, some just have enough to pay the bills, some accumulate money very slowly, and some become rich fast. It's true that it's fortune Sims that usually reach the top of their careers, knowledge Sims are second place, but isn't that actually realistic?
If a Sim's lifetime want is anything other than a career, I realize they won't get everyday wants regarding that LTW (unless it's a knowledge Sim with "Max out 7 skills"), so I will push them towards it, but still, not every Sim completes their lifetime want. Also, I use 50 New LTWs and Slower LTA Gain.
Homework works a similar way. Since, without mods, your Sims are either failing or having an A+, I use the School Grade Mod for more grade variations, but also base doing homework on the child or teen's wants. If they have any wants about education (private school, college, fear to go to school because of bad grades), they do their homework that day. Also, on weekends I make them catch up on homework if they're not busy.
I do like to listen to what my Sims want to do, but if the want is ridiculous (like wanting to get married to 3 Sims at once for Romance Sims on dates), I'll ignore it. I only use wants or lack thereof for more variety and less decision-making. I use a lot of mods that change wants as well, such as Fewer Hobby Wants.
What about pets? If more than half of the household has corresponding wants to get a pet, I'll get them one. These days, I might lock a pet want if the Sim has minimum 8 points of interest in Animals.
Deciding makes me anxious. I want gameplay to be fun and the Sims to be their own people. That's why I have certain rules for choosing aspirations and careers. Here's my entire calculator that saves me in choosing careers. For aspirations, I only use the calculator sometimes if I'm not sure, but usually I look at the Sim's personality and can easily see their aspiration based on traits. Obviously I make exceptions to that rule, I WILL have a grouchy Family Sim from time to time. But I do that only if I feel a certain vibe, so no decision is needed either, I just know this Sim will be the exception. Sometimes, I make exceptions to also differentiate Sims from their parents, as personality is genetic for the most part, so it's likely for two Knowledge Sims to “produce” another Knowledge Sim and I'd like to avoid repetition. Especially with Family Sims, as with my population system it might lead to one family dominating the neighborhood. Family+Family having 3 kids and all of them with the Family aspiration? Not on my watch!
In families of more than one child, how do I decide who moves out and who stays home as an adult? If there are no other factors influencing it, the youngest child stays because the older ones moving out will create the space for the next generation. But it varies based on what housing situation the potential partner has. Oh, yeah, I don't play with elders only, that's boring.
How do I decide who changes their name at marriage? These days, I like to keep the OG last names, so if there's a townie marrying into a pre-made family, I'll keep the pre-made family's name. Gender doesn't matter. If it's two pre-mades getting married, I decide based on how many other Sims there are with that last name (do the Sims have siblings?). It's real tactical work sometimes. If I want to keep both, a hyphenated name is always an option too (Last Name Copier for editing names).
Not a lot of random events happen in my game. Mostly it's just Sims cheating. I have ACR's risky woohoo set to zero most of the time. I do have some mods that make Sims' lives more risky like more dangerous fires (this version is edited to work with the fire safety skill) or death by childbirth. But if someone dies untimely, they die. Especially if they've already had kids (which sounds cruel lol, but my gameplay is based on legacy and genetic continuity). I also ignore chance cards because they make my game too hectic, and my Sims don't get promoted too much, so I don't need the difficulty. I'll only click on them (randomly without reading) if a family is exceptionally boring.
One round is 4 days, that means 4 years, so I guess it would make sense to play the "empty nest" once the offspring is in college. But I don't do that. College is frozen time. In my game, the teenager stage is 9 days – from 13 to 22. It would be too short if I treated university as passing time, as 22 is when US college students graduate. So, I mark a dot with the letter C whenever someone is "1 day away" and ready for college. It's often for the future more than the past, as I like to send a few Sims at once (you know, the babies marked 22 days earlier), so I plan ahead and need to know how many days left. I also send them to college according to their age (even if I don't have to do that with frozen time, it's fun to do), so if there's 2 years difference between Sims, one of them will be a Freshman when the other one is already a Junior.
Also, not everyone goes to college! It's wants-based, again. If the teen has the want to go to college the very last morning of their teen stage, they go immediately. And again, exceptions. Sometimes I'll lock in the college want because I just can't imagine that Sim not going to college. I have the No Memory Uneducated mod to stop Sims who didn't want to go to college from crying about it.
My university gameplay is the most strictly wants-based, to avoid having all Sims graduate with honors. Don't have a want to gain skill points, but fear academic probation? We're doing bare minimum. That kinda thing. The only want I lock in is "Make Dean's List" because it's pretty rare, and without it I was ending up with 3.2 GPA for every single Sim. This want means we're doing everything to get the highest grade possible.
I'm not a fan of supernatural in The Sims (unless it's Planet Alades). The only occult I absolutely LOVE is ALIEN. I will have aliens in nearly every neighborhood. No Multi PT mod needed. PlantSims are cool too, but only in neighborhoods where they appear from the start. Very rarely do I let my Sims become werewolves, or especially vampires and zombies. If a Sim doesn't age, I don't see a point in playing them. Best regards to all the 'aging off' Simmers out there 😆
That's all! Now I can stop rambling about it in my let's plays and just send you guys to this post if you have questions. Phew!