>>55251093I generally like to play with pokemon that tactically make sense for upcoming battles, but also ones that I don't need to spend ages training up. The luck aspect of what your team is annoying and the only difficult part of a nuzlocke is the beginning. After that, even with no items and level caps it is easy unless you don't know the game or it's specifically a difficulty hack, and it defeats the point of the randomness if it's so difficult that you NEED a specific encounter on a route to win.
I know the history about the comics and I understand the point of nicknames to feel closer to your team, but that is contradicted for me when I am not even choosing what i catch. I have never been able to form an attachment to any of my pokemon. I suck at nicknaming things, so I don't unless I need to be able to tell two of the same pokemon apart. It's easier to know what something is when I don't nickname it. In a nuzlocke, I'm only upset about a death if I need that pokemon later and it was tedious to train up. I tried the nicknaming thing once. That didn't change anything for me emotionally.
My preferred ruleset:
>1 catch per route, choose what you want>No items in battle>No buying items>Set>Faint=Dead except...>Revives allowed if found as a hidden item>No level caps but>No gaining exp from wild battles unless the wild battle is mandatory to continue the game>No Vs. Seeker/Match Call to rebattle trainers for EXP.With this ruleset, you really need to manage your exp and choose your catches wisely.