I've known the Pokemon games for quite a while and during this time I've played through quite a few times, never actually speedrunning but I am a fan of leisure running, where I tried out different strategies and such, and I probably have played through at least 10 times using different strategies.
Anyway, I have a bad habit of doing things to my game files which really messed up what I could do in the future (i.e. using up TMs, teaching HMs to Snorlax), which really messed up my game experience because I desired to build somewhat competitive teams on these games, or at least try stuff like the Mew glitch using the Slowpoke Youngster. Also I always found it convenient to have trainers left to battle in order to train my actual competitive team after defeating the game.
So each time I played, I sort of started playing more and more by principles which maximized my options available to me after defeating the game, such as not using up TMs, leaving trainers available, etc. I never took this principle to a huge extreme, as I always liked to accomplish stuff before beating the Elite 4, such as capturing legendaries, and doing the Mew Glitch. But after not playing Pokemon for a while I thought it'd be cool to sort of take these principles to an extreme in a new form of Pokemon run.
The idea of the Freedom Run is to leave as small of footprints as possible on the game, while leaving all the options open to do whatever I choose to do postgame. I thought it was still worth posting here because ultimately the goal is to devise an optimal strategy, although in this case optimal means:
a) reliable, rather than something with a really high risk factor that has potential for amazing results
b) the rules are meant to prioritize a quality save file upon completing the game, and fun while playing the game, over a high score
Here's some loose guidelines I wrote out for myself so far:
So far I have to say it's a pretty unique and fun experience which is capitalizing on a lot of nostalgia, so I may be biased. Anyway I haven't done anything close to rigorous testing, but my goal is basically to come up with a strategy to almost guarantee defeating the game in say 3 (or less if possible) hours, using these very restrictive rules. So it technically is related to speedrunning, but just not in the most direct way. All 7 starting combinations (cartridge version, starting Pokemon choice) should be accounted for with their own strategy, because the goal is not to tell you who you should start with because that would take away freedom.1. Limited Pokemon (starter Pokemon, Snorlax, trade Pokemon, etc) are:
a) if possible, to be left alone and unobtained
b) else, obtained and subsequently not used. The requirement needed to progress through the game (ex: 1 Snorlax) is the maximum allowed to be obtained.
This allows the player the freedom to decide what to do with them after beating the game.
2. Limited items (any item that cannot be obtained repeatedly from the same spot; ex: Bike Voucher, hidden potions, any Poke Ball on the ground) are:
a) if they can only be obtained within a limited window without exploiting glitches, obtained (example: the items in S.S. Anne)
b) else if possible, to be left unobtained.
c) else, obtained and subsequently not used.
This allows the player the freedom to obtain the items they see fit when they see fit, without taking up PC room. Items which only have one arc of use (Bike Voucher) may be used to travel down that arc as long as it isn't limiting options or leading the breaking of other rules (example: trading in Helix Fossil limits possibilities if you decide to obtain Aerodactyl, as a limited Pokemon [Omanyte] has to be obtained first). If something may be replaced and returned to its original state (example: Potion in PC can be replaced by buying potion and depositing it), then it may be used.
3. You must avoid the maximum number of trainers who:
a) can only be battled once, and
b) still can be battled after defeating the game.
This allows them to be used to train Pokemon after defeating the game. Certain trainers who can only be battled within a limited window that ends prior to defeating the game, can be battled at your leisure. This includes gym trainer's Pokemon for example, because after obtaining the badge, they can no longer be battled anyway. So by not battling them, you aren't increasing any post-game options.
There are some situations where you can choose to battle one trainer or the other, and either can be chosen. However, trainers which can be used to obtain Mew must be avoided.
Bicycle must be obtained even though it breaks Rule 2, as the alternative involves battling many trainers who otherwise could be avoided, in opposition to Rule 3.
Since this is a leisurely and honest run, the full storyline should be experienced and no cheats used, and this means no using a Poke Doll on Marowak's mom.
The strategies I have come up in R/B all involve:
a) starting with whatever Pokemon, intentionally losing to Rival so as not to gain experience points
b) capturing either Rattata, Caterpie, Nidoran (M), or Pidgey/Pidgeotto and training it to a point where it can defeat Brock
c) capturing either Abra (probably too difficult without Butterfree's sleep ability), Drowzee, or Diglett/Dugtrio, and using them to defeat the game, pretty much single-handedly