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Embarrassingly honest confession of autism below:
I created a huge document (with cool-ass images) around a new rule set for Nuzlocking I called a RoleLocke.
The general gist revolves around locking down a certain playstyle (i.e. bug catcher, ace, collector etc.) before you begin and bases progression off of a scaling economic model wherein you have to pay a set amount at each new pokemon centre you visit. If you fail to pay the amount for the next town when ypu arrive your adventure ends.
Randomness plays a big part with self-imposed "side quests" initiated every time you pick up an overworld item. I have 100 pre-made side quests that I'd roll against.
A pokemon fainting was also not a guaranteed death but a percent based outcome that scaled depending on who you are facing (evil team is an almost 100% certainty though).
I play tested it through White 2 and really enjoyed it but the groundwork needed to plot out the available income per milestone was a nightmare to put together. I have USUM started and might one day finish it but at the moment I'm tinkering with an SV ruleset.