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Ideas for people to do that will make playing the games more fun.

Hellpest

Spoon.
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[These are only for the actual playthrough of the game, not afterwards]
[These are only the rules I am going to use, you can add or remove rules as you like]

The ideas (rules, more like) I have thought of/collected are:
  • No unnecessary items are allowed.
    • This includes: TMs, most items (including: repel, escape rope, held items), berries, and medicines.
    • This does not include: key items, mega stones, and evolutionary stones.
  • You can only have a mega stone on one pokémon.
    • Red/blue orbs, or the like, count as mega stones.
  • No O-Powers.
  • No stat/level grinding.
    • This includes EVs, IVs, unnecessarily battling wild pokémon, or rematching trainers.
    • This does not include trying to battle every trainer.
  • No trading.
    • This includes wonder trading, and any other methods of transferring pokémon.
  • Only one mega evolution/primal reversion/whatever.
  • You can only mega evolve if your opponent can.
  • You can only use pure normal type pokémon.
    • Gaining a type through evolution is not allowed, but through mega evolution, it is.
    • Purposefully using a move to change your type is not allowed.
  • No event, or otherwise gifted pokémon.
  • No legendary pokémon.
  • Go into each area of the game blind. No spoilers, no planning, not even checking the pokédex for habitats.
    • This also means limiting your map usage. Keep it to a minimum, preferably without looking at the descriptions of landmarks/towns/routes.
  • No more pokémon in your team than your last major opponent. (Eg gym leader, rival)
I have tried nuzlock challenges, I find they just make the game frustrating.
 
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Pick you very favorite Pokemon that you really like to use that aren't strong/are unevovled and don't let them evolve. It makes the game at least reasonably challenging and allows you to be happy every time you call one out. Also don't consider types when designing the team. Sometimes too using moves you like the look of/just like in general rather than using the best moves available. I have felt I get more into teams like these and it is more rewarding when you are able to succeed with them. Of course not everyone will like this method, but it can be very fun.
 
Pick you very favorite Pokemon that you really like to use that aren't strong/are unevovled and don't let them evolve. It makes the game at least reasonably challenging and allows you to be happy every time you call one out. Also don't consider types when designing the team. Sometimes too using moves you like the look of/just like in general rather than using the best moves available. I have felt I get more into teams like these and it is more rewarding when you are able to succeed with them. Of course not everyone will like this method, but it can be very fun.

Nice idea on paper, but my list of favourite pokémon contains more powerful pokémon than weaker ones.
  • Dragonite
  • Lugia
  • Latias
  • Garchomp
  • Yveltal
  • Porygon2 2/Z
  • Drifblim
  • Blaziken
  • Dewgong
  • Mudkip
  • Eevee
  • Ralts
 
Nuzlockes frustrate me too, but I think that's what makes them fun. If you don't like that, though, maybe alter the rules a bit to make it less frustrating. Keep the "first Pokemon of route" rule, but don't release Pokemon when they faint. That way at least your team is pretty randomly chosen.

Or, come up with something imaginative. You could get a team of wondertraded pokemon and give them little background stories. "Oh look, a sandshrew from France, named Sabelette. She used to love riding around in her old trainer's bicycle basket." Little stuff like that, to make the Pokemon seem like more than just a visual representation of numerical data.
 
One thing I like to do that make the games more enjoyable for me is to just make up my team as I go along. I find planning a team sort of takes the fun away a little bit.

also using different Pokemon each game definately makes things more interesting
 
Only use Pokemon from the generation the game originally generated from (so XY use only Gen 6, ORAS use only Gen 3) this didn't work so well in XY due to the limited number, but for all other games it works great.

Don't battle wild Pokemon, this means you won't level up as fast so get more of a challenge.

Match the quantity of gym leaders Pokemon that you bring with you to fight them (ie 3 v 3)

Limit the amount of healing items you can use in a battle. I use none, unless they use some, then I only use the number they used. (So if they heal once i can heal once)
 
Nuzlockes to me always seemed more punishing than challenging.

Fun, huh...I always play with a team I make up as I go along, without putting too much thought into it. Always makes it more interesting than planning everything out from the start. Plus it gives the player more flexibility and choice.
 
I never quite understood why people would want to check the entire game before playing it, just so they can make 'the perfect team', which always ends up being OTT. Especially considering how easy the games are now with the whole 'here, have two/three legendary pokémon, a shiny Metagross/OP Blaziken + Lucario, and all with mega evolutions for free!'

Hmm... That gives me an idea. No event or otherwise gifted pokémon!
 
Don't battle wild Pokemon, this means you won't level up as fast so get more of a challenge.

Match the quantity of gym leaders Pokemon that you bring with you to fight them (ie 3 v 3)

If you fight all of the trainers, there is more than sufficient exp to not need to grind wild pokémon. Too much of it actually, I would say.

I'll add the rule: No more pokémon in your team than the previous major opponent. (Eg gym leader, rival)
However, this may not always work, as, for example, the head of the evil organisation may have 5/6 pokémon, whilst the champion only has 4/5.
 
Randomizers make the games so much more fun IMO, especially if you enforce a softlocke rule (first mon per area only) like me.
 
I have my own party-building system when playing Pokémon games. Here are my usual rules:

●Each type can only appear in my party up to twice (eg. I can have a Water/Dragon-type Kingdra and a Water/Dark-type Greninja, but I have to skip Lapras because there'd be too many Water-types)
●If a type appears twice, it must, in both instances, either be paired with another type (eg. a Fire/Rock-type Magcargo and a Bug/Rock-type Crustle) or appear as a pure type (eg. a Magmortar and a Rapidash, both of which are pure Fire-type)
●If both of a Pokémon's types would overlap with two other dual types in my party, it cannot be included (eg. if I have a Poison/Ground-type Nidoqueen and a Grass/Flying-type Tropius, I cannot have a Grass/Poison-type Roserade as both its types would be redundant)

The only type which is exempt from every rule is Normal. It's fine to have more than two Normal-types, or a pure-Normal-type and a part-Normal-type, as long as their other types fit the criteria. Furthermore, I can choose exactly one type to appear three times in my party, but it must always be part of a dual typing with no other overlap (except if the other type is Normal).

Here's an example of a base party which uses the system:

Emboar (Fire/Fighting)
Simisage (Grass)
Liepard (Dark)
Unfezant (Normal/Flying)
Boldore (Rock)
Seismitoad (Water/Ground)
Excadrill (Ground/Steel)
Galvantula (Bug/Electric)
Vanilluxe (Ice)
Reuniclus (Psychic)
Cofagrigus (Ghost)
Zekrom (Dragon/Electric)
Zangoose (Normal)
Crobat (Poison/Flying)
Cherrim (Grass)

Legal type overlaps: Normal, Grass, Electric, Ground, Flying

If you like, feel free to try out this system of party building. I find it provides a challenge when choosing Pokémon to add to my team during a playthrough, like a puzzle-based minigame, and it even encourages me to try training Pokémon I might not have thought of having before. :)
 
Good thread! I'm also always looking for new ways to play the games and I've started many Nuzlockes but have never been able to finish one...

I have an idea for a sort of Ranger type challenge I want to try once: For every Gym battle you're only allowed to use Pokémon that appear on nearby routes.

For example: for Roark in DPPt you can only use Pokémon from the routes you can access before that Gym. After that, you release those Pokémon and catch new ones only on the new routes you can access before you battle Gardenia.

Variations:
- You can always keep your starter (maybe only for catching new Pokémon or also for battling)
- You can only catch the Pokémon you first meet on every route (like the Nuzlocke challenge), to make it a bit harder and random.
- You can only use as many Pokémon as the Gym leader has.
 
I like playing randomizers of old games, especially with randomized abilities. Beating an Arceus with a Huge Power Wurmple is always fun!
 
Probably goes without saying, but never use Gen 6 exp share if you want any remote type of challenge at all. Gen 6 exp share is very useful for postgame training, but it pretty much ruins the play through because your team is extremely overpowered. I hope they change the item back to normal in gen 7 (along with switch out training dividing experience) or at least make it a postgame item, because the game was easy enough as it is.
 
I hope they change the item back to normal in gen 7 (along with switch out training dividing experience) or at least make it a postgame item, because the game was easy enough as it is.
I feel as if the Exp. Share change was done specifically, like a lot of things (especially in ORAS), to appeal to the competitive players - aside from making the main game easy, it also makes it relatively easy to level up mons that need to level up to 50.

Personally, I don't have much of a set rule to go by when playing Gen VI as I am one such competitive player, but with ORAS I didn't use the Exp. Share to make it a bit harder for myself.
Maybe you could go the speedrun route and go with a single Pokémon the entire way through (or switch out your solo for other catches like they do in the actual speedruns of Gen VI).
For XY, speedruns go with Chespin, then catch a Hawlucha, and after that they use the Lucario for the entire game afterwards. For ORAS, they go with Mudkip, then use Latias, and then use Kyogre (Alpha Sapphire is the preferred version for ORAS runners).

On second thought, maybe those aren't so fun. Maybe try a Smash Bros. run instead? Run with only Pokémon that have been seen in Super Smash Bros. and attempt to match their movesets entirely with their Smash counterparts (which, while it does include Mewtwo, requires you to have Confusion and Disable...unless you run with its Final Smash, too, which is Mega Mewtwo Y using Psystrike).
 
- Naming your rival swear words.

That itself is a whole lot of fun.

Also playing like an hour per day at the most. Then you want to play it more, so it keeps it fresh.
 
Personally, I am not a fan of EV Training and I know a lot of people with disabilities that prevent from understanding and comprehending the concept and how it works. I know some people, including a non-disabled friend of mine, say that forcing EV trained CPUs on the player in Post Game feels alienating to people who can't or don't wish to EV Train.

I'd like to see two Post Game battle facilities. One for serious competitive players like the current Battle Maison and one that is about type matching with no EV trained CPUs whatsoever. This one would function similar to the Battle Hall where you pick the type of Pokemon your opponents will use in battle. I know it's pretty controversial to suggest not having EV trained CPUs, but that's my opinion on the matter.
 
I personally like to use completely different teams between paired games so I can get a lot of variety.

Sometimes I also like to make teams where the members have common design elements like a sword themed team with pokemon like Gallade and Bisharp.

For challenges I like to pretend gym, E4, Champion and Rival battles are like the anime and you can use only as many pokemon as your opponent. Also no legendaries or items in battle.
 
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