Oh! Yesss, I'm so excited! Here are my top three ideas: 1. "Ascetic Retreat" Inspired by Mt. Athos in the Orthodox Christian tradition ( but made unisex for the sims). Sims take week- or weekend-long retreats to fast, pray, journal, read their Bibles, and quietly discuss scripture, visions, and prophecies. They could also craft olive oil and cheeses to sell, generating basic funds for retreat maintenance. High compatibility: Cottage Living + BrazenLotus's production mods. 2. Intercession Activity lots (fully agree with Nia Confer, this is essential) Two specialized subtypes for intercessory locales: *** "Deliverance Ministry & Counseling" Occults gain a -50 Afraid + Sad moodlet here. Focus: Oppression-based deliverance, exorcisms for non-occults, and ongoing counseling (especially for those escaping cults). *** A more intense "Exorcism Ministry" / "Spiritual Warfare Lot," with exorcist interactions unlocked Occults gain an even stronger -100 Afraid + Sad moodlet. Ideal for occults seeking a full cure, or humans with extreme cases of possesion (the game's frequently auto-generated "occults" make this a must, I think). High compatibility: Wicked Pixxel's Exorcist Career, Angels & Demons trait, and Empty Vessel traits. I treat game-generated Vampires, Werewolves, and Spellcasters as cursed human Sims: Vampires and Spellcasters are pact-bound to entities or oath-bound to shady "brotherhoods," and Werewolves are suffering a generational curse ( re: "sins of the father" which I know is a debate across denominations). Everyone can be exorcised, repent, and be saved (and turned back into a regular human, non-occult sim). These would be very appripriate alongside my two tri-purpose "Church lot + "Church of the Watcher" (Rambunctious Religions mod) lot + homeless shelter lot [/soup kitchen]" roleplay lots. Cheers, and joyful holidays to you!
@Nia Confer thank you 😊! I am a huge fan of using zerbu's environmental emitters, fears as traits, and exclusive lot traits (for all purposes, not just metaphysical) to emotionally effect the sims via specialized buffs [evil sims get x, good sims get y]. I really think a lot can be done with that, and is the thing that most gives the sims the feel of having a nervous system. IMO, Sims being "fine" everywhere they go (and being fine with going anywhere), is super immersion breaking and unrealistic. Occults should not feel comortable on consecrated grounds (and the inverse too; no sim should be anything but tense in Forgotten Hollow).