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:: As your character accumulates [[ExperiencePoints XP]], [[LevelUp his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.

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:: As your character accumulates [[ExperiencePoints XP]], [[LevelUp [[CharacterLevel his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.

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'''I. Saving the Game:''' To stop playing and continue the game where you left off later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place. Even more modern games incorporate an auto-save.

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'''I. Saving the Game:''' Game''': To stop playing and continue the game where you left off later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place. Even more modern games incorporate an auto-save.



'''II. Towns:'''
A "town" is any area that is safe to explore, that is, it has no enemies that attack you. It doesn't have to be an actual town, it can be anything from a single house to a whole city.
Do the following things each time you visit a town:

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'''II. Towns:'''
Towns''': A "town" is any area that is safe to explore, that is, it has no enemies that attack you. It doesn't have to be an actual town, it can be anything from a single house to a whole city.
Do the following things each time you visit a town:town;



'''III. The Outer World'''
The "Outer World", also known as the "World Map", is a section of the game that shows you what the region of the game's world that you are currently located in looks like. In the older games it was just a map with an icon representing your party on it (thus the name) but in more modern games it's an actual 3D rendition.

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'''III. The Outer World'''
World''': The "Outer World", also known as the "World Map", is a section of the game that shows you what the region of the game's world that you are currently located in looks like. In the older games it was just a map with an icon representing your party on it (thus the name) but in more modern games it's an actual 3D rendition.



*** Attack- the character attacks using his equipped weapon.
*** Defend- the character block incoming attacks, reducing the damage received.
*** Magic- The character uses one of his magical spells (if any.) Note that using magic spells reduces the character's reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.
*** Item- use one of the items carried. (Most game allows any character to use any item, but some limit each character to carry his or her own provisions.)
*** Run- the character might attempt to escape. If successful, the fight ends (in some games, however, all characters must escape separately). If the attempt fails, the enemy usually gets one round of free attacks on the characters.

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*** Attack- Attack - the character attacks using his equipped weapon.
*** Defend- Defend - the character block incoming attacks, reducing the damage received.
*** Magic- Magic - The character uses one of his magical spells (if any.) Note that using magic spells reduces the character's reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.
*** Item- Item - use one of the items carried. (Most game allows any character to use any item, but some limit each character to carry his or her own provisions.)
*** Run- Run - the character might attempt to escape. If successful, the fight ends (in some games, however, all characters must escape separately). If the attempt fails, the enemy usually gets one round of free attacks on the characters.



* Rewards/Advancement: After winning a fight, you'll get rewards from the defeated enemies. These usually include: money, "experience points" (EXP) and occasionally items or pieces of equipment as well.

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* Rewards/Advancement: After winning a fight, you'll get rewards from the defeated enemies. These usually include: include; money, "experience points" (EXP) and occasionally items or pieces of equipment as well.



'''IV. Dungeons:'''

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'''IV. Dungeons:'''Dungeons''':



* Tricks and Traps: These are obstacles that will block your way. Tricks require some sort of action to bypass; a door might need a key that is hidden elsewhere in the dungeon, for example. Some tricks can be very complicated puzzles. Traps are similar, but may actually hurt your character: for example, a weak floor that gives way beneath your feet and drops your character in a hole.

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* Tricks and Traps: These are obstacles that will block your way. Tricks require some sort of action to bypass; a door might need a key that is hidden elsewhere in the dungeon, for example. Some tricks can be very complicated puzzles. Traps are similar, but may actually hurt your character: character; for example, a weak floor that gives way beneath your feet and drops your character in a hole.



'''V. Organizing your Party:''' As you advance through the game, other characters will fall under your control, forming a group called a "Party." Usually, these characters join (and leave) the party on their own; in a few games, however, you can choose to recruit some characters. The position of your characters in the team usually doesn't matter, except that the weaker characters should be put in the second row.

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'''V. Organizing your Party:''' Party''': As you advance through the game, other characters will fall under your control, forming a group called a "Party." Usually, these characters join (and leave) the party on their own; in a few games, however, you can choose to recruit some characters. The position of your characters in the team usually doesn't matter, except that the weaker characters should be put in the second row.



'''VI. Side-quests'''
A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the party members]],or just leveling up the characters more. Sidequests are usually triggered by talking to [=NPCs=].

'''VI. Other:'''
Other things often featured in [=RPG=]s are:

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'''VI. Side-quests'''
Side-quests''': A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the party members]],or just leveling up the characters more. Sidequests are usually triggered by talking to [=NPCs=].

'''VI. Other:'''
Other''': Other things often featured in [=RPG=]s are:are;



* And many more.

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* And many more.more.
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A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the part members]],or just leveling up the characters more. Sidequests are usually triggered by talking to [=NPCs=].

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A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the part party members]],or just leveling up the characters more. Sidequests are usually triggered by talking to [=NPCs=].
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'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place. Even more modern games incorporate an auto-save.

to:

'''I. Saving the Game:''' To stop playing and continue the game where you left off later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place. Even more modern games incorporate an auto-save.



* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed.

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* Rest and Heal: In most games, characters will lose Hit Points HitPoints in combat and/or might be affected by bad Status Effects, StatusEffects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed.



* And many more.

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* And many more.
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** In games where attack priority depends on the party's order, i.e., the enemies attack the first character in the party order more often than the others, arrange your characters in order of their defense, i.e., the [[StoneWall toughest character]] at the top, and the [[GlassCannon most vulnerable character]] at the bottom. The first character will then act as the PartyTank, i.e., they take damage in place of the whole party.

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** In games where attack priority depends on the party's order, i.e., the enemies attack the first character in the party order more often than the others, arrange your characters in order of their defense, i.e., the [[StoneWall toughest character]] at the top, and the [[GlassCannon most vulnerable character]] at the bottom. The first character will then act as the PartyTank, StoneWall, i.e., they take damage in place of the whole party.

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** Tip: To find your way through most dungeons, you can use the "Right Hand" trick. Choose one of your character's hands (not yours; it doesn't have to be the right hand either) and follow the wall that it points to. If you do this, no matter how many turns you take, you'll eventually find your way out. (The reason for using the character's hand rather than your own, is because perspective might change when you enter or leave an area, meaning that your hand no longer points to the same wall.)

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** Tip: To find your way through most dungeons, you can use the "Right Hand" trick. Choose one of your character's hands (not yours; it doesn't have to be the right hand either) and follow the wall that it points to. If you do this, no matter how many turns you take, you'll eventually find your way out. (The reason for using the character's hand rather than your own, own is because that perspective might change when you enter or leave an area, meaning that your hand no longer points to the same wall.)) Note that this is only guaranteed if you start doing it at the exit. Otherwise it's not impossible you will end up going in a circle that doesn't pass the exit, but it's still a good rule of thumb. Simulated locations with inconsistent geometric connections can also foil this.
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The commands usable in battle vary from game to game, but usually include:
* Attack- the character attacks using his equipped weapon.
* Defend- the character block incoming attacks, reducing the damage received.
* Magic- The character uses one of his magical spells (if any.) Note that using magic spells reduces the character's reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.
* Item- use one of the items carried. (Most game allows any character to use any item, but some limit each character to carry his or her own provisions.)
* Run- the character might attempt to escape. If successful, the fight ends (in some games, however, all characters must escape separately). If the attempt fails, the enemy usually gets one round of free attacks on the characters.

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::: The commands usable in battle vary from game to game, but usually include:
* *** Attack- the character attacks using his equipped weapon.
* *** Defend- the character block incoming attacks, reducing the damage received.
* *** Magic- The character uses one of his magical spells (if any.) Note that using magic spells reduces the character's reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.
* *** Item- use one of the items carried. (Most game allows any character to use any item, but some limit each character to carry his or her own provisions.)
* *** Run- the character might attempt to escape. If successful, the fight ends (in some games, however, all characters must escape separately). If the attempt fails, the enemy usually gets one round of free attacks on the characters.
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Your characters will usually be arrayed in a row (or two) facing against enemies also arrayed in rows. The rows behind the first are harder to reach or harm (but may also have difficulty striking the enemies.) Some games are [[TacticalRPG "Tactical"]] which means the battles take place in a larger field, and the characters and enemies can be moved around it. Often these fields feature obstacles or advantages; for example, rocks that prevent easy access to parts of the field, or magical effects that increase the effects of some spells but weakens others.

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:: Your characters will usually be arrayed in a row (or two) facing against enemies also arrayed in rows. The rows behind the first are harder to reach or harm (but may also have difficulty striking the enemies.) Some games are [[TacticalRPG "Tactical"]] which means the battles take place in a larger field, and the characters and enemies can be moved around it. Often these fields feature obstacles or advantages; for example, rocks that prevent easy access to parts of the field, or magical effects that increase the effects of some spells but weakens others.
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: In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.

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: :: In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.



: In addition, some encounters result in the characters being at a disadvantageous position; for example, a "Surprise Attack" gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the "Back Attack" which results in the party's battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.

to:

: :: In addition, some encounters result in the characters being at a disadvantageous position; for example, a "Surprise Attack" gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the "Back Attack" which results in the party's battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.



: Some games also offer an option of "Automatic Combat" which allows the [=PCs=] to fight by themselves. Note that the game's artificial intelligence does not usually allow the characters to fight the best way they can.

to:

: :: Some games also offer an option of "Automatic Combat" which allows the [=PCs=] to fight by themselves. Note that the game's artificial intelligence does not usually allow the characters to fight the best way they can.



: Some Spells and Special Abilities cause "Status Effects" which affect the characters' abilities. Bad, or "Negative" Effects cause harm or weaken the character; poison is the typical example. There are also Good ("Positive") Status effects, such as spells that increase the characters' resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
: If a character is reduced to 0 HP, he is "dead" (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a "dead" character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
: The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are "special," however, and losing them does not end the game; that depends on the game and its story sequence.

to:

: :: Some Spells and Special Abilities cause "Status Effects" which affect the characters' abilities. Bad, or "Negative" Effects cause harm or weaken the character; poison is the typical example. There are also Good ("Positive") Status effects, such as spells that increase the characters' resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
: :: If a character is reduced to 0 HP, he is "dead" (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a "dead" character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
: :: The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are "special," however, and losing them does not end the game; that depends on the game and its story sequence.



: As your character accumulates [[ExperiencePoints XP]], [[LevelUp his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
: In some games, however, alternate systems of character advancement are used. For example, the XP might be used to "buy" abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

to:

: :: As your character accumulates [[ExperiencePoints XP]], [[LevelUp his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
: :: In some games, however, alternate systems of character advancement are used. For example, the XP might be used to "buy" abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

Added: 223

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* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed. In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.

to:

* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed. healed.
:
In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.



In addition, some encounters result in the characters being at a disadvantageous position; for example, a "Surprise Attack" gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the "Back Attack" which results in the party's battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.

to:

: In addition, some encounters result in the characters being at a disadvantageous position; for example, a "Surprise Attack" gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the "Back Attack" which results in the party's battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.



Some games also offer an option of "Automatic Combat" which allows the [=PCs=] to fight by themselves. Note that the game's artificial intelligence does not usually allow the characters to fight the best way they can.

to:

: Some games also offer an option of "Automatic Combat" which allows the [=PCs=] to fight by themselves. Note that the game's artificial intelligence does not usually allow the characters to fight the best way they can.



Some Spells and Special Abilities cause "Status Effects" which affect the characters' abilities. Bad, or "Negative" Effects cause harm or weaken the character; poison is the typical example. There are also Good ("Positive") Status effects, such as spells that increase the characters' resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
If a character is reduced to 0 HP, he is "dead" (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a "dead" character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are "special," however, and losing them does not end the game; that depends on the game and its story sequence.

to:

: Some Spells and Special Abilities cause "Status Effects" which affect the characters' abilities. Bad, or "Negative" Effects cause harm or weaken the character; poison is the typical example. There are also Good ("Positive") Status effects, such as spells that increase the characters' resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
: If a character is reduced to 0 HP, he is "dead" (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a "dead" character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
: The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are "special," however, and losing them does not end the game; that depends on the game and its story sequence.



As your character accumulates [[ExperiencePoints XP]], [[LevelUp his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
In some games, however, alternate systems of character advancement are used. For example, the XP might be used to "buy" abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

to:

: As your character accumulates [[ExperiencePoints XP]], [[LevelUp his "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
: In some games, however, alternate systems of character advancement are used. For example, the XP might be used to "buy" abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

Changed: 222

Removed: 221

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* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed.
In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.

to:

* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to "the next day" with all your characters fully healed.
healed. In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won't be cured by sleep, and might require special items or visiting special "healer" characters instead.
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Added DiffLines:



Added DiffLines:



Added DiffLines:



Added DiffLines:



Added DiffLines:

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** In games where attack priority depends on the party's order, i.e., the enemies attack the first character in the party order more often than the others, arrange your characters in order of their defense, i.e., the [[StoneWall toughest character]] at the top, and the [[GlassCannon most vulnerable character]] at the bottom. The first character will then act as the PartyTank.

to:

** In games where attack priority depends on the party's order, i.e., the enemies attack the first character in the party order more often than the others, arrange your characters in order of their defense, i.e., the [[StoneWall toughest character]] at the top, and the [[GlassCannon most vulnerable character]] at the bottom. The first character will then act as the PartyTank.PartyTank, i.e., they take damage in place of the whole party.

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* Tip: Arrange your characters in order of their speed- e,g. from fastest at the top to slowest at the bottom- that way it becomes easier to remember when each will act in the turn, and plan accordingly.

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* Tip: Tips:
**
Arrange your characters in order of their speed- e,g. from fastest at the top to slowest at the bottom- that way it becomes easier to remember when each will act in the turn, and plan accordingly.accordingly.
** In games where attack priority depends on the party's order, i.e., the enemies attack the first character in the party order more often than the others, arrange your characters in order of their defense, i.e., the [[StoneWall toughest character]] at the top, and the [[GlassCannon most vulnerable character]] at the bottom. The first character will then act as the PartyTank.

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** ShootTheMedicFirst. That is, attack the ones that heal the others.



* Rewards/Advancement: After winning a fight, you'll get rewards from the defeated enemies. These usually include: money, "experience points" (EP) and occasionally items or pieces of equipment as well.

to:

* Rewards/Advancement: After winning a fight, you'll get rewards from the defeated enemies. These usually include: money, "experience points" (EP) (EXP) and occasionally items or pieces of equipment as well.
Is there an issue? Send a MessageReason:
None


'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place.

to:

'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place. Even more modern games incorporate an auto-save.
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Fixed red links


* Talk to other Characters: The NPC (Non Player Characters) you see hanging around a town will speak to you if you interface with them. This is necessary in order to find clues as to what to do next, though not every NPC says useful things. Talking to some NPCs will trigger events within the game, which are usually necessary to advance the game (but are sometimes optional.)

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* Talk to other Characters: The NPC (Non Player Characters) you see hanging around a town will speak to you if you interface with them. This is necessary in order to find clues as to what to do next, though not every NPC says useful things. Talking to some NPCs [=NPCs=] will trigger events within the game, which are usually necessary to advance the game (but are sometimes optional.)



*** Speak to NPCs AFTER you've prepared yourself (by buying and resting) in case you trigger an event that keeps you too busy (like a fight with a Boss or a mission that takes you out of town immediately.)
*** Some NPCs have more than one thing to say. Keep talking to them until they start repeating the same things. Their lines of dialogue sometimes change after some events take place, too, so talk to all of them again when you return to the town.

to:

*** Speak to NPCs [=NPCs=] AFTER you've prepared yourself (by buying and resting) in case you trigger an event that keeps you too busy (like a fight with a Boss or a mission that takes you out of town immediately.)
*** Some NPCs [=NPCs=] have more than one thing to say. Keep talking to them until they start repeating the same things. Their lines of dialogue sometimes change after some events take place, too, so talk to all of them again when you return to the town.



A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the part members]],or just leveling up the characters more. Sidequests are usually triggered by talking to NPCs.

to:

A {{sidequest}} is any mission that doesn't advance the main plot of the game. They can be skipped completely, but often lead to optional bosses, special equipment, [[ExpansionPackPast secrets revealed about the part members]],or just leveling up the characters more. Sidequests are usually triggered by talking to NPCs.
[=NPCs=].

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fix punctuation


'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a ?SavePoint?, a place within the game that gives you the option to save. More modern games give you the option to save at any place.

to:

'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a ?SavePoint?, "SavePoint", a place within the game that gives you the option to save. More modern games give you the option to save at any place.



A "town" is any area that is safe to explore, that is, it has no enemies that attack you. It doesn?t have to be an actual town, it can be anything from a single house to a whole city.

to:

A "town" is any area that is safe to explore, that is, it has no enemies that attack you. It doesn?t doesn't have to be an actual town, it can be anything from a single house to a whole city.



* Find Items: There are usually items hidden around a town for the Player Character to pick up. They?re usually inside containers such as chests, barrels, or drawers. Usually you can find each item only once.

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* Find Items: There are usually items hidden around a town for the Player Character to pick up. They?re They're usually inside containers such as chests, barrels, or drawers. Usually you can find each item only once.



*** Try to buy one of every item for sell; odds are you?ll need them. If you don?t have enough money, you can sell your stuff (see below) or return after having fought several enemies.

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*** Try to buy one of every item for sell; odds are you?ll you'll need them. If you don?t don't have enough money, you can sell your stuff (see below) or return after having fought several enemies.



* Sell Stuff: You can sell your equipment and items at shops as well; usually it doesn?t matter what the shops sell. The price for selling is almost always lower than the price for buying, however.

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* Sell Stuff: You can sell your equipment and items at shops as well; usually it doesn?t doesn't matter what the shops sell. The price for selling is almost always lower than the price for buying, however.



*** Sell your stuff AFTER you?ve bought new stuff; otherwise you risk running out of money!
*** In the vast majority of games, once you sell an item, you CANNOT get it back! So don?t sell anything you might need later. In particular, hold onto equipment pieces with rare powers (such as Shields that protect from Fire attacks) and items obtained after difficult quests.
* Equip your equipment: In most games, equipment is NOT automatically equipped on your characters when you buy it. Don?t forget to use the game's menu to equip it. (Items do not have to be equipped.)

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*** Sell your stuff AFTER you?ve you've bought new stuff; otherwise you risk running out of money!
*** In the vast majority of games, once you sell an item, you CANNOT get it back! So don?t don't sell anything you might need later. In particular, hold onto equipment pieces with rare powers (such as Shields that protect from Fire attacks) and items obtained after difficult quests.
* Equip your equipment: In most games, equipment is NOT automatically equipped on your characters when you buy it. Don?t Don't forget to use the game's menu to equip it. (Items do not have to be equipped.)



*** Equip your characters as soon as you are done shopping, so you don?t forget later.

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*** Equip your characters as soon as you are done shopping, so you don?t don't forget later.



* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to ?the next day? with all your characters fully healed.
In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won?t be cured by sleep, and might require special items or visiting special ?healer? characters instead.

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* Rest and Heal: In most games, characters will lose Hit Points in combat and/or might be affected by bad Status Effects, such as poison; sleeping usually completely cures these. To sleep, you usually must reach [[TraumaInn an Inn in a town]] and pay an amount of money. The game then jumps ahead to ?the "the next day? day" with all your characters fully healed.
In some games, Saving Points will heal the characters instead. And in some other games, there might be Effects that won?t won't be cured by sleep, and might require special items or visiting special ?healer? "healer" characters instead.



*** Speak to NPCs AFTER you?ve prepared yourself (by buying and resting) in case you trigger an event that keeps you too busy (like a fight with a Boss or a mission that takes you out of town immediately.)

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*** Speak to NPCs AFTER you?ve you've prepared yourself (by buying and resting) in case you trigger an event that keeps you too busy (like a fight with a Boss or a mission that takes you out of town immediately.)



* Other: There might be other things to do in a town, depending on the game; for example, many [=RPG=]s include ?minigames? which are games of a type different from the rest of the game?s other activities (exploration and combat.) These are usually optional. Examples include playing card games, messing around with machines in order to get a reward, etc.

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* Other: There might be other things to do in a town, depending on the game; for example, many [=RPG=]s include ?minigames? "minigames" which are games of a type different from the rest of the game?s game's other activities (exploration and combat.) These are usually optional. Examples include playing card games, messing around with machines in order to get a reward, etc.



The ?Outer World?, also known as the ?World Map?, is a section of the game that shows you what the region of the game?s world that you are currently located in looks like. In the older games it was just a map with an icon representing your party on it (thus the name) but in more modern games it?s an actual 3D rendition.
* Travel: You must move your characters from one place to another to complete the game. Usually, this means traveling on foot, with your choices of direction limited by roads, mountains, etc. Typically however, the characters obtain other methods of travel as the game advances, such as vehicles or ?teleportation? spells, allowing them to reach previously inaccessible areas or return to earlier ones.
* Encounters: In most games the Outer World is a dangerous place as you?ll be attacked by Enemies (also known as ?Monsters.?) There are two kinds of encounters, ?random? and ?fixed.? Random enemies vary in type and number; fixed encounters provide a specific enemy. Random enemies are usually unseen until they strike, while fixed encounters can usually be seen and avoided. Also, random encounters are infinite; they?ll keep showing up as long as you keep walking in their area. On the other hand, it is usually possible to ?clean? an area of fixed encounters, giving you a chance to explore it more calmly, at least until you exit it (then the enemies will usually re-appear.) The vast majority of games use random encounters; fixed encounters are usually saved for Dungeons.
In addition, some encounters result in the characters being at a disadvantageous position; for example, a ?Surprise Attack? gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the ?Back Attack? which results in the party?s battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.
* Fight Enemies: Most RPG combat sequences are either ?turn-based? (that is, the game stops while you?re imputing the battle commands) or ?real time? in which the enemies attack while you?re controlling your characters. Some give you the option of switching between the two modes.
Your characters will usually be arrayed in a row (or two) facing against enemies also arrayed in rows. The rows behind the first are harder to reach or harm (but may also have difficulty striking the enemies.) Some games are [[TacticalRPG ?Tactical?]] which means the battles take place in a larger field, and the characters and enemies can be moved around it. Often these fields feature obstacles or advantages; for example, rocks that prevent easy access to parts of the field, or magical effects that increase the effects of some spells but weakens others.
Some games also offer an option of ?Automatic Combat? which allows the [=PCs=] to fight by themselves. Note that the game?s artificial intelligence does not usually allow the characters to fight the best way they can.
** Tip: Use Auto Fighting only against normal enemies, not against Bosses, and keep an eye on your character?s expenditure of items and magic.

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The ?Outer World?, "Outer World", also known as the ?World Map?, "World Map", is a section of the game that shows you what the region of the game?s game's world that you are currently located in looks like. In the older games it was just a map with an icon representing your party on it (thus the name) but in more modern games it?s it's an actual 3D rendition.
* Travel: You must move your characters from one place to another to complete the game. Usually, this means traveling on foot, with your choices of direction limited by roads, mountains, etc. Typically however, the characters obtain other methods of travel as the game advances, such as vehicles or ?teleportation? "teleportation" spells, allowing them to reach previously inaccessible areas or return to earlier ones.
* Encounters: In most games the Outer World is a dangerous place as you?ll you'll be attacked by Enemies (also known as ?Monsters.?) "Monsters.") There are two kinds of encounters, ?random? "random" and ?fixed.? "fixed." Random enemies vary in type and number; fixed encounters provide a specific enemy. Random enemies are usually unseen until they strike, while fixed encounters can usually be seen and avoided. Also, random encounters are infinite; they?ll they'll keep showing up as long as you keep walking in their area. On the other hand, it is usually possible to ?clean? "clean" an area of fixed encounters, giving you a chance to explore it more calmly, at least until you exit it (then the enemies will usually re-appear.) The vast majority of games use random encounters; fixed encounters are usually saved for Dungeons.
In addition, some encounters result in the characters being at a disadvantageous position; for example, a ?Surprise Attack? "Surprise Attack" gives the enemies the chance to strike first, attacking your characters for one round without a chance for them to fight back (except with abilities that react instantly, such as Counterattacks). Another example is the ?Back Attack? "Back Attack" which results in the party?s party's battle row positions being switched around, i.e. the ones in front are now in the back and vice versa. In some games, the characters may also Surprise or Back Attack the enemies.
* Fight Enemies: Most RPG combat sequences are either ?turn-based? "turn-based" (that is, the game stops while you?re you're imputing the battle commands) or ?real time? "real time" in which the enemies attack while you?re you're controlling your characters. Some give you the option of switching between the two modes.
Your characters will usually be arrayed in a row (or two) facing against enemies also arrayed in rows. The rows behind the first are harder to reach or harm (but may also have difficulty striking the enemies.) Some games are [[TacticalRPG ?Tactical?]] "Tactical"]] which means the battles take place in a larger field, and the characters and enemies can be moved around it. Often these fields feature obstacles or advantages; for example, rocks that prevent easy access to parts of the field, or magical effects that increase the effects of some spells but weakens others.
Some games also offer an option of ?Automatic Combat? "Automatic Combat" which allows the [=PCs=] to fight by themselves. Note that the game?s game's artificial intelligence does not usually allow the characters to fight the best way they can.
** Tip: Use Auto Fighting only against normal enemies, not against Bosses, and keep an eye on your character?s character's expenditure of items and magic.



* Magic- The character uses one of his magical spells (if any.) Note that using magic spells reduces the character?s reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.

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* Magic- The character uses one of his magical spells (if any.) Note that using magic spells reduces the character?s character's reserve of MP (Magic Points). Once out of MP, it can cast no more spells until replenished (by using certain items) or by resting.



Some Spells and Special Abilities cause ?Status Effects? which affect the characters? abilities. Bad, or ?Negative? Effects cause harm or weaken the character; poison is the typical example. There are also Good (?Positive?) Status effects, such as spells that increase the characters? resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
If a character is reduced to 0 HP, he is ?dead? (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a ?dead? character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are ?special?, however, and losing them does not end the game; that depends on the game and its story sequence.

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Some Spells and Special Abilities cause ?Status Effects? "Status Effects" which affect the characters? characters' abilities. Bad, or ?Negative? "Negative" Effects cause harm or weaken the character; poison is the typical example. There are also Good (?Positive?) ("Positive") Status effects, such as spells that increase the characters? characters' resistance to damage. Most Status Effects disappear after a battle, but some may linger on.
If a character is reduced to 0 HP, he is ?dead? "dead" (unconscious) and can no longer be used in battle, though he can be revived with certain specific items or spells. Depending on the game, a ?dead? "dead" character may still be unconscious after the battle, or (more typically) is functional but his HP may be reduced.
The battle lasts until all the enemies (or all the [=PCs=]) are defeated (reduced to 0 HP). If the [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are ?special?, "special," however, and losing them does not end the game; that depends on the game and its story sequence.



** When facing multiple enemies, attack the ones that have the least HP first. That way you?ll reduce their numbers faster.
** Save most of your MP and consumable items for fighting the game?s Bosses.
* Rewards/Advancement: After winning a fight, you?ll get rewards from the defeated enemies. These usually include: money, ?experience points? (EP) and occasionally items or pieces of equipment as well.
As your character accumulates [[ExperiencePoints XP]], [[LevelUp his ?level? goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
In some games, however, alternate systems of character advancement are used. For example, the XP might be used to ?buy? abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

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** When facing multiple enemies, attack the ones that have the least HP first. That way you?ll you'll reduce their numbers faster.
** Save most of your MP and consumable items for fighting the game?s game's Bosses.
* Rewards/Advancement: After winning a fight, you?ll you'll get rewards from the defeated enemies. These usually include: money, ?experience points? "experience points" (EP) and occasionally items or pieces of equipment as well.
As your character accumulates [[ExperiencePoints XP]], [[LevelUp his ?level? "level" goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
In some games, however, alternate systems of character advancement are used. For example, the XP might be used to ?buy? "buy" abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.



A ?dungeon? is any area (besides the Outer World) that is dangerous to explore; again, it doesn?t have to be an actual ?dungeon?- it could be a cave, an abandoned city, etc.

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A ?dungeon? "dungeon" is any area (besides the Outer World) that is dangerous to explore; again, it doesn?t doesn't have to be an actual ?dungeon?- "dungeon" - it could be a cave, an abandoned city, etc.



** Tip: To find your way through most dungeons, you can use the "Right Hand" trick. Choose one of your character?s hands (not yours; it doesn?t have to be the right hand either) and follow the wall that it points to. If you do this, no matter how many turns you take, you?ll eventually find your way out. (The reason for using the character?s hand rather than your own, is because perspective might change when you enter or leave an area, meaning that your hand no longer points to the same wall.)
*** Make sure you check out a room completely before you leave it. Similarly, make sure you?ve checked an entire dungeon level before you move to the next.

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** Tip: To find your way through most dungeons, you can use the "Right Hand" trick. Choose one of your character?s character's hands (not yours; it doesn?t doesn't have to be the right hand either) and follow the wall that it points to. If you do this, no matter how many turns you take, you?ll you'll eventually find your way out. (The reason for using the character?s character's hand rather than your own, is because perspective might change when you enter or leave an area, meaning that your hand no longer points to the same wall.)
*** Make sure you check out a room completely before you leave it. Similarly, make sure you?ve you've checked an entire dungeon level before you move to the next.



*** Some tricks and traps require an item or ability to resolve them; if you can?t find the solution you probably don?t have the means yet. Return to this dungeon later and try again.
*** If you screw up a complicated puzzle ?for example, if you need to reassemble something but can?t remember how it was originally set up- leave the room and then reenter; usually, the puzzle will reset to its original form.
* Treasure: Nearly all dungeons contain treasure; it?s the main reason for going into them. This can be money, items, pieces of equipment, or objects of no value but which are important to the story (keys, objects to complete a subquest, etc.) Most are inside obvious chests. Warning: in some games, some chests may be booby-trapped, sometimes with monsters inside!
* Bosses: A ?Boss? is a unique enemy that you only have to fight a limited number of times (usually only once.) Most Bosses are important to the story, tough some are optional. They are always 'much' stronger than other enemies in the same area. They are also immune to most Bad Status Effects (to keep them from being beaten too easily) though they may have other weaknesses (such as to particular types of attack.) Some Bosses also have [[OneWingedAngel more than one form]]- no sooner have you ?killed? it than it changes into another form! This trick is usually reserved for the most powerful Bosses, such as the last one in the game.
'''V. Organizing your Party:''' As you advance through the game, other characters will fall under your control, forming a group called a ?Party.? Usually, these characters join (and leave) the party on their own; in a few games, however, you can choose to recruit some characters. The position of your characters in the team usually doesn?t matter, except that the weaker characters should be put in the second row.

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*** Some tricks and traps require an item or ability to resolve them; if you can?t can't find the solution you probably don?t don't have the means yet. Return to this dungeon later and try again.
*** If you screw up a complicated puzzle ?for -- for example, if you need to reassemble something but can?t can't remember how it was originally set up- up -- leave the room and then reenter; usually, the puzzle will reset to its original form.
* Treasure: Nearly all dungeons contain treasure; it?s it's the main reason for going into them. This can be money, items, pieces of equipment, or objects of no value but which are important to the story (keys, objects to complete a subquest, etc.) Most are inside obvious chests. Warning: in some games, some chests may be booby-trapped, sometimes with monsters inside!
* Bosses: A ?Boss? "Boss" is a unique enemy that you only have to fight a limited number of times (usually only once.) Most Bosses are important to the story, tough some are optional. They are always 'much' stronger than other enemies in the same area. They are also immune to most Bad Status Effects (to keep them from being beaten too easily) though they may have other weaknesses (such as to particular types of attack.) Some Bosses also have [[OneWingedAngel more than one form]]- no sooner have you ?killed? "killed" it than it changes into another form! This trick is usually reserved for the most powerful Bosses, such as the last one in the game.
'''V. Organizing your Party:''' As you advance through the game, other characters will fall under your control, forming a group called a ?Party.? "Party." Usually, these characters join (and leave) the party on their own; in a few games, however, you can choose to recruit some characters. The position of your characters in the team usually doesn?t doesn't matter, except that the weaker characters should be put in the second row.



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fixed red links


Some games also offer an option of ?Automatic Combat? which allows the PCs to fight by themselves. Note that the game?s artificial intelligence does not usually allow the characters to fight the best way they can.

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Some games also offer an option of ?Automatic Combat? which allows the PCs [=PCs=] to fight by themselves. Note that the game?s artificial intelligence does not usually allow the characters to fight the best way they can.



The battle lasts until all the enemies (or all the PCs) are defeated (reduced to 0 HP). If the PCs are defeated, usually the game is over (though you can restart from your last save.) Some battles are ?special?, however, and losing them does not end the game; that depends on the game and its story sequence.

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The battle lasts until all the enemies (or all the PCs) [=PCs=]) are defeated (reduced to 0 HP). If the PCs [=PCs=] are defeated, usually the game is over (though you can restart from your last save.) Some battles are ?special?, however, and losing them does not end the game; that depends on the game and its story sequence.



* The option to rename the main character (or more rarely, all of the PCs.)

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* The option to rename the main character (or more rarely, all of the PCs.[=PCs=].)
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None


As your character accumulates EPs, [[LevelUp his ?level? goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
In some games, however, alternate systems of character advancement are used. For example, the EPs might be used to ?buy? abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.

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As your character accumulates EPs, [[ExperiencePoints XP]], [[LevelUp his ?level? goes up]], increasing his physical and magical abilities, as well as learning new Special Abilities, usually specific ones for each member of the party.
In some games, however, alternate systems of character advancement are used. For example, the EPs XP might be used to ?buy? abilities for the characters rather than simply earning them, giving the players the choice of customizing the characters to their taste. These systems vary greatly from game to game.
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None


'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a ?SavingPoint?, a place within the game that gives you the option to save. More modern games give you the option to save at any place.

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'''I. Saving the Game:''' To stop playing and continue the where you left later, you must save your progress in a memory unit. In most games, this requires you to take your character to a ?SavingPoint?, ?SavePoint?, a place within the game that gives you the option to save. More modern games give you the option to save at any place.

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