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Not a real word!


* Since most tabletop [=RPGs=] are still aimed at "action" genres, where combat is a common mode of conflict resolution by definition, and since combat is also supposed to be dangerous and exciting (yet also preferably "fair" so the players don't feel cheated if their character suffers appropriate consequences) and thus nothing to be passed over with just a couple of die rolls before moving on with the plot, games still tend to have combat systems that can easily be an order of magnitude or two more complex than their rules for resolving ''non''-combat challenges (which frequently ''are'' handled with just a die roll or two before moving on). This quite naturally tends to reinforce the impression that this trope is in effect irregardless of how things actually work out at any individual gaming table in practice.

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* Since most tabletop [=RPGs=] are still aimed at "action" genres, where combat is a common mode of conflict resolution by definition, and since combat is also supposed to be dangerous and exciting (yet also preferably "fair" so the players don't feel cheated if their character suffers appropriate consequences) and thus nothing to be passed over with just a couple of die rolls before moving on with the plot, games still tend to have combat systems that can easily be an order of magnitude or two more complex than their rules for resolving ''non''-combat challenges (which frequently ''are'' handled with just a die roll or two before moving on). This quite naturally tends to reinforce the impression that this trope is in effect irregardless regardless of how things actually work out at any individual gaming table in practice.
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* ''Franchise/TheElderScrolls'' games subvert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of player-chosen "primary" skills level up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.

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* ''Franchise/TheElderScrolls'' games subvert avert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of player-chosen "primary" skills level up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.



* Subverted in Rifts, of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.

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* Subverted Averted in Rifts, of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.
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* ''TheElderScrolls'' games subvert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of player-chosen "primary" skills level up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.

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* ''TheElderScrolls'' ''Franchise/TheElderScrolls'' games subvert this trope by tying all EXP gain to the use of skills and rewarding levels after a certain number of player-chosen "primary" skills level up. What this means in practice is that a Warrior character who smashes everything that moves with an axe, a Mage who makes extensive use of charms to make others do his dirty work for him, and a Thief who sneaks around and robs people blind will all level up at roughly the same rate.
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* ''[[ElviraGames Elvira II: Jaws of Cerberus]]'' also gives you experience for casting spells and [[CartographySidequest visiting previously unseen map squares]].

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* ''[[ElviraGames ''[[VideoGame/{{Elvira}} Elvira II: Jaws of Cerberus]]'' also gives you experience for casting spells and [[CartographySidequest visiting previously unseen map squares]].
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* Since most tabletop [=RPGs=] are still aimed at "action" genres, where combat is a common mode of conflict resolution by definition, and since combat is also supposed to be dangerous and exciting (yet also preferably "fair" so the players don't feel cheated if their character suffers appropriate consequences) and thus nothing to be passed over with just a couple of die rolls before moving on with the plot, games still tend to have combat systems that can easily be an order of magnitude or two more complex than their rules for resolving ''non''-combat challenges (which frequently ''are'' handled with just a die roll or two before moving on). This quite naturally tends to reinforce the impression that this trope is in effect irregardless of how things actually work out at any individual gaming table in practice.
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When a video game is described as having “RPGElements,” you generally don't expect that to mean a [[MultipleEndings branching story path]] with lots of opportunities for you to decide how the character acts. That's more like an AdventureGame. No, it usually just means that you kill enemies, take their stuff, and LevelUp.

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When a video game is described as having “RPGElements,” "RPGElements", you generally don't expect that to mean a [[MultipleEndings [[StoryBranching branching story path]] with lots of opportunities for you to decide how the character acts. That's more like an AdventureGame. No, it usually just means that you kill enemies, take their stuff, and LevelUp.

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Shifting example from natter to main entry


* While the monstrously popular ''[[DungeonsAndDragons D&D]]'' largely plays this straight, many new indie [=RPG=]s have been trying to avert it in claimed contrast with ''Dungeons & Dragons''. In recent years, there's been an RPG described as “reverse ''D&D''” and one where you help people in order to regrow your lost soul. Ironically, ''Dungeons & Dragons'' itself has had experience rewards for non-combative actions since the 1980s, longer than almost all of its competitors have even existed (though they typically only existed through the intervention of [[GameMaster Rule Zero]].)

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* While the monstrously popular ''[[DungeonsAndDragons D&D]]'' largely plays this straight, many new indie [=RPG=]s have been trying to avert it in claimed contrast with ''Dungeons & Dragons''. In recent years, there's been an RPG ([[http://www.atomicsockmonkey.com/products/di.asp Dead Inside]] by Atomic Sock Monkey Press) described as “reverse ''D&D''” and one where you help people in order to regrow your lost soul. Ironically, ''Dungeons & Dragons'' itself has had experience rewards for non-combative actions since the 1980s, longer than almost all of its competitors have even existed (though they typically only existed through the intervention of [[GameMaster Rule Zero]].)



*** Hey,does anybody happen to know the name of that game mentioned in note one, where you help people in order to regrow your lost soul?
**** [[http://www.atomicsockmonkey.com/products/di.asp]] Dead Inside by Atomic Sock Monkey Press
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** ''VideoGame/DeusExHumanRevolution'' awards a lot more XP for sneaking around enemies unnoticed and peacefully solving the quests instead of rushing into combat all-out.
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****[[http://www.atomicsockmonkey.com/products/di.asp]] Dead Inside by Atomic Sock Monkey Press
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* ''{{Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story.

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* ''{{Strife}}'' was one of the first First-person Shooters to include RPGElements, but managed to avert this trope. In addition to being able to enhance the player character's abilities, it also included [=NPCs=] that you could talk to, as well as MultipleEndings. And even then, ability upgrades weren't obtained by killing enemies for ExperiencePoints, but instead were obtained over the course of the story. Namely, these came in the form of training sessions and biotech implants which became available one by one as you advanced in the main storyline.
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** The bulk of the series is combat related, though, so if you level too much in a non-combat skill your opponents can become too much for you to handle due to LevelScaling.
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*** Hey,does anybody happen to know th name of that game mentioned in note one, where you help people in order to regrow your lost soul?

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*** Hey,does anybody happen to know th the name of that game mentioned in note one, where you help people in order to regrow your lost soul?
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***Hey,does anybody happen to know th name of that game mentioned in note one, where you help people in order to regrow your lost soul?
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* In the ''{{Fallout}}'' CRPG series, it is possible to gain a great deal of XP and even complete the game just by talking to people, sneaking around, messing with machines, or stealing stuff.
** This holds true even for ''[[FalloutNewVegas New Vegas]]''. 10 INT and 10 CHR is just as much as a GameBreaker as carrying around 20 Epic weapons, and a good portion of the stuff you find has non-combat value.

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* In the ''{{Fallout}}'' ''VideoGame/{{Fallout}}'' CRPG series, it is possible to gain a great deal of XP and even complete the game just by talking to people, sneaking around, messing with machines, or stealing stuff.
** This holds true even for ''[[FalloutNewVegas ''[[VideoGame/FalloutNewVegas New Vegas]]''. 10 INT and 10 CHR is just as much as a GameBreaker as carrying around 20 Epic weapons, and a good portion of the stuff you find has non-combat value.
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this has to be the most unparsable sentence I\'ve ever seen.


To be fair, the way that character choice is expressed in rules-heavy [=RPGs=] is through the character you've chosen to take the role of exerting a direct influence on how you are and aren't able to play the game. Since most computer games are primarily about combat, that character customization naturally boils down to choosing between different ways to kill things.

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To be fair, Of course, the way that character choice is expressed in rules-heavy [=RPGs=] is through the your choice of character you've chosen to take the role of exerting a direct influence on how you are are, and aren't aren't, able to play the game. Since most computer games are primarily about combat, that character customization naturally boils down to choosing between different ways to kill things.
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This is exacerbated if combat is the primary or sole source of ExperiencePoints, money, or other resources, so that ViolenceIsTheOnlyOption. But that's no problem, since there are MonstersEverywhere. However, it is possible that it is an actual legitimate RPG; it's just that everyone considers the plot as a WasteOfTimeStory.

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This is exacerbated if combat is the primary or sole source of ExperiencePoints, money, or other resources, so that ViolenceIsTheOnlyOption. But that's no problem, since there are MonstersEverywhere. However, it is possible that it is an actual legitimate RPG; it's just that everyone considers the [[PlayTheGameSkipTheStory plot as a WasteOfTimeStory.
side benefit at best]].
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* ''EmbricOfWulfhammersCastle'' feels far more like an AdventureGame, or a TabletopGame in video game form, than anything else. Combat is limited to certain scenarios that are only unlocked later in the game; experience is mostly earned through interaction with the [[LoadsAndLoadsOfCharacters game's many characters.]] To drive the point home, any actual fights are introduced with the message, "Negotiations have failed!"

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** Its inspiration, the AtelierSeries, also holds true to this. The point of the games are to successfully operate an alchemy lab, and you basically dungeon crawl solely to get ingredients or field-test creations (direct combat is left up to the overpowered mercenaries you can hire for protection.) A couple of games in the series reversed this for a standard "save the world" plot, but they were the exceptions rather than the norm.
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* In TheRiddleOfSteel, characters have special stats called Spiritual Attributes. Five of these are selected at character creations, with the details filled out by the player (for instance, one Spiritual Attribute may be Drive: To rescue his daughter). Whenever an action contributes to the goal, temperament or ethics of a Spiritual Attribute, that Spiritual Attribute grows. They can be used to ways:
** They can be used in-game temporarily to contribute to rolls that are relevant to the Spiritual Attribute. From the example above, the character would get bonus dice equal to his Drive for any task related to saving his daughter.
** They can be spent permanently at the end of a game session to include regular attributes, weapon proficiencies and so on and so forth. The only way to level up is to roleplay.
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** ''MassEffect2'', on the other hand, doesn't give ''any'' [=XP=] for killing enemies; all experience is gained by completing quests. However, this doesn't make much of a difference in practice since, like the the previous game, most quests involve killing large amounts of enemies.

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** ''MassEffect2'', on the other hand, doesn't give ''any'' [=XP=] for killing enemies; all experience is gained by completing quests. However, this doesn't make much of a difference in practice since, like the the previous game, most quests involve killing large amounts of enemies.

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** ''MassEffect2'', on the other hand, doesn't give ''any'' [=XP=] for killing enemies; all experience is gained by completing quests.
*** However, like the previous game, most quests involve killing large amounts of enemies.

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** ''MassEffect2'', on the other hand, doesn't give ''any'' [=XP=] for killing enemies; all experience is gained by completing quests.
***
quests. However, this doesn't make much of a difference in practice since, like the the previous game, most quests involve killing large amounts of enemies.
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* ''Game/ThePrecursors'', unusually for a game that is partly FirstPersonShooter, allows you to complete most missions with diplomacy or stealth. You can even kind of [[NonLethalKO not-kill]] enemies in Space Battles, they usually run away when low on health.

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* ''Game/ThePrecursors'', ''VideoGame/ThePrecursors'', unusually for a game that is partly FirstPersonShooter, allows you to complete most missions with diplomacy or stealth. You can even kind of [[NonLethalKO not-kill]] enemies in Space Battles, they usually run away when low on health.



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** In reality, it's only because of console and computer gaming that the concept of experience-''only''-as-reward-for-monster-killing exists, as the limits of a computer program are still heavily trumped by human imagination and ingenuity.
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Didn\'t add reason for previous edit: removed justifying edit.
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*** Though, this is arguably justified by the fact that the game's protagonist is a seasoned soldier, and that the game has a distinctly military sci-fi tone.
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* ''DeusEx'', which almost always had multiple ways to proceed through any given part of a level, only some of which involve killing anyone. In fact, you don't get cash or XP for fighting people, as all XP is doled out by prescripted locational triggers.
** ''TheNamelessMod'' wisely follows this design philosophy. In fact, ''DeusEx'' had five required kills (though all are commonly [[SequenceBreaking skipped by hardcore players]].) ''TheNamelessMod'' has none.

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* ''DeusEx'', ''VideoGame/DeusEx'', which almost always had multiple ways to proceed through any given part of a level, only some of which involve killing anyone. In fact, you don't get cash or XP for fighting people, as all XP is doled out by prescripted locational triggers.
** ''TheNamelessMod'' wisely follows this design philosophy. In fact, ''DeusEx'' ''VideoGame/DeusEx'' had five required kills (though all are commonly [[SequenceBreaking skipped by hardcore players]].) ''TheNamelessMod'' has none.
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Aversions are not subversions


* Subverted in ''{{Risus}}''. The majority of the rulebook describes the all-important combat rules, and the Risus RPG really does equal combat. However, combat doesn't necessarily equal violence - possible combats described include playing chess, getting an unreliable vending machine to work, beating rush-hour traffic to stop the BigBad…

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* Subverted Averted in ''{{Risus}}''. The majority of the rulebook describes the all-important combat rules, and the Risus RPG really does equal combat. However, combat doesn't necessarily equal violence - possible combats described include playing chess, getting an unreliable vending machine to work, beating rush-hour traffic to stop the BigBad…
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* ''TheDarkEye'' had experience gains for killing, but most points come from finishing the adventure (Not finishing it alive, but having it). In the 3rd edition, most creatures had no experience rewards anymore, and in the 4th edition, players only get experience for seeing or dealing with a creature for the first time (like it's a new experience). The first edition was released in 1983.

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* ''TheDarkEye'' had experience gains for killing, but most points come from finishing the adventure (Not finishing it alive, but having solving it). In the 3rd edition, most creatures had no experience rewards anymore, and in the 4th edition, players only get experience for seeing or dealing with a creature for the first time (like it's a new experience). The first edition was released in 1983.
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* Subverted in Rifts, of all things. The experience tables list rewards for accomplishing goals or neutralizing threats, with no direct correlation between enemies killed and XP gained.
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*** However, like the previous game, most quests involve killing large amounts of enemies.

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