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1[[quoteright:350:[[VideoGame/{{Dragon Quest I}} https://static.tvtropes.org/pmwiki/pub/images/dw1nes_001_19.jpg]]]]
2 [[caption-width-right:350:Classic RPG elements on display include: CharacterLevel, HitPoints, ManaMeter, [[GlobalCurrency Gold]], and ExperiencePoints]]
3
4
5->''"For when I want all the freedom of having a story revolve around my choices without being confined by the choices of either going to work or starving."''
6-->-- '''Kyle Martin'''
7
8''This article refers chiefly to video games. See TabletopRPG for old-fashioned pen and paper games.''
9
10Role-Playing Games ([=RPGs=] for short) are a genre of {{Video Game}}s in which the player controls a character or [[PlayerParty party of characters]] in a statistically abstracted way. Most are based around [[TheHerosJourney one]] or [[SideQuest more]] quests, [[KleptomaniacHero items]], stats, CharacterCustomization, and [[LevelGrinding experience]] points, as characters [[CharacterLevel grow in power]] over time. While [=RPGs=] are a diverse genre, they are all defined by the core reason why people play them, namely, the desire for a sense of achievement that does not (usually) require an intense commitment to mastering them. To this end, most [=RPGs=] give you easy checklists to tick off (like side quests) [[TakeYourTime at your leisure]] and clear success metrics and rewards (like leveling up), and also let you tune out and come back at any time. Another way a lot of [=RPGs=] engage players is by satisfying their desire to watch their characters grow as the game progresses (both in power and [[CharacterDevelopment as people]]).
11
12[=RPGs=] have their origin in [[TabletopGames pen-and-paper systems]] which traditionally have MediaNotes/{{dice}}-based combat and character generation, descended from a combination of tabletop WarGaming (such as TabletopGame/{{Chess}} and TabletopGame/{{Go}}) and collaborative theater. ''TabletopGame/DungeonsAndDragons'' was the first such system to be sold, followed by other early systems such as ''TabletopGame/EmpireOfThePetalThrone'', ''TabletopGame/TheFantasyTrip'', SpaceOpera RPG ''TabletopGame/{{Traveller}}'' and ''TabletopGame/TunnelsAndTrolls''. These type of role-playing games are now known as {{Tabletop RPG}}s.
13
14The early role-playing video games like ''VideoGame/{{dnd}}'' and ''VideoGame/{{pedit5}}'' [[RPGsEqualCombat focused mostly on simulating the combat aspects]] of tabletop games, with other aspects following after. Role-playing video games can be categorized in a number of ways, which are elaborated below:
15
16Though pen-and-paper [=RPGs=] featured both free-form in-character acting (i.e. RP-ing) and statistically abstracted gameplay, the former has been abstracted out of role-playing video games since its early days, as game programming usually couldn't fulfill the freedom of human imagination. RP-based video games do exist as a niche genre (e.g.: ''VideoGame/SpaceStation13''), but it is debatable if they can even be called "role-playing video games" considering the genre's current focus on number crunching. See also MediaNotes/RolePlayingGameTerms, UsefulNotes/HowToPlayAConsoleRPG, and MediaNotes/PCVsConsole.
17
18For the trope about assuming roles in order to practice something, see ComicRolePlay.
19
20----
21!!Types of Role Playing Games:
22
23[[index]]
24* '''{{Western RPG}} ([=WRPG=])''': Often focus on greater CharacterCustomization and free-roaming exploration. {{Player Character}}s tend not to have a predefined personality, allowing the players to determine their characterization via [[KeywordsConversation interactive]] {{dialogue|Tree}}. Western [=RPGs=] traditionally bore a resemblance to turn-based {{Tabletop RPG}}s, with many also having tactical WarGaming elements, but many modern examples use real-time combat, while deemphasizing [[CommonTacticalGameplayElements tactical control]] of the PlayerParty, which is often [[ManualLeaderAIParty delegated to the AI]].
25[[/index]]
26
27[[index]]
28* '''{{Eastern RPG}}''' ('''[=ERPG=]''' or sometimes "Light [=RPG=]"): Often focus on cinematic narratives and memorable characters, usually with a more linear gameplay and less direct customization than Western [=RPGs=]. A good point of distinction is that [=WRPGs=] typically have some CharacterCustomization, whereas an [=ERPG=] will more likely have a preset PlayerCharacter, who might have some customization applied to things like their abilities and equipment/clothing but their personality and physical appearance will always be the same. Eastern [=RPGs=] typically have a similar feel to {{visual novel}}s, [[{{Film}} feature films]] or {{anime}}. Until recently, most such games came from Japan, and are thus nicknamed {{JRPG}}s. Eastern [=RPGs=] tend to use a [[TurnBasedCombat turn-based]] or [[CombatantCooldownSystem combatant cooldown system]] where the player individually inputs actions for every character in the team each turn. Examples of this genre are the ''Franchise/FinalFantasy'', ''Franchise/DragonQuest'', and ''Franchise/{{Pokemon}}'' franchises.
29[[/index]]
30
31[[index]]
32* '''[[DungeonCrawling Dungeon Crawler]]''': Focus on [[RPGsEqualCombat fighting, looting, and grinding]], with [[PlayTheGameSkipTheStory little interest in the story or world exploration]]. The earliest Western [=RPGs=] fell into this pattern, [[TropeCodifier codified]] by ''VideoGame/{{Wizardry}}'' and the earlier ''VideoGame/{{Ultima}}''. It is conceptually related to ''VideoGame/{{Rogue}}'' and [[{{Roguelike}} the genre it spawned]] (see below). This SubGenre had gone out of favor during TheNineties, and only the ''VideoGame/{{Diablo}}'' series and its many clones still carry its tradition.
33[[/index]]
34
35[[index]]
36* '''ActionRPG''' ('''[=ARPG=]'''): Is an amorphous collection of gameplay styles united mainly by having real time combat whilst still remaining an RPG (as opposed to an ActionGame with RPGElements, though the distinction is rarely easy). In the Eastern RPG context, ARPG is a distinct sub-genre, defined by its opposition to turn-based and menu-based combat of traditional [=ERPGs=], while in the Western tradition, it is more of a "genre modifier" (see VideoGameGenres), as real time combat can be introduced into any of its three above-named flavors. Most common categories of Western ARPG are ''Diablo'' clones, FPS/RPG hybrids in the vein of ''VideoGame/DeusEx'', and HackAndSlash/RPG hybrids like ''VideoGame/DarkSouls''.
37[[/index]]
38
39[[index]]
40* '''HuntingRPG''': A subset of Action RPG where a customizable PlayerCharacter (and an optional party of up to three characters) tackles various quests by taking on progressively bigger and nastier monsters within a time limit, only using weapons, armor and items created via ItemCrafting.
41[[/index]]
42
43[[index]]
44* '''SoulsLikeRPG''': A very specific sub-genre that focus heavily on managing stamina and dodging, as well as observing enemy reactions to avoid ''incredibly'' hard hitting attacks. As the name suggests, the ''VideoGame/DarkSouls'' franchise popularized the genre.
45[[/index]]
46
47[[index]]
48* '''TacticalRPG''' ([=TRPGs=]): Related to Eastern [=RPGs=] but with a focus on moving around a gridlike system, often with abilities that take advantage of this to strike multiple enemies at the same time or to fight from a distance. There are also similiarites to Western [=RPGs=] with wargaming-like tactical combat. What separates the Tactical RPG subgenre from other [=RPGs=] is that they tend to greatly resemble {{Strategy Game}}s, but with RPGElements. On Website/TVTropes, this type of game is thus lumped in with TurnBasedStrategy, as the two genres are very close. More recent examples of Eastern Tactical [=RPGs=], however, have also incorporated RealTimeStrategy elements. (Tactical [=RPGs=], however, can usually be distinguished easily from strategy games, as RealTimeStrategy and TurnBasedStrategy games tend to be much more open ended, and about conquering territory, whereas Tactical [=RPGs=] usually have an overarching plot typical to an Eastern [=RPG=].)
49[[/index]]
50
51[[index]]
52* '''StrategyRPG''': Closely resembles RealTimeStrategy or {{Tabletop RPG}}s. The distinction separates games that are on a grid system with standard Eastern RPG characters (with abilities, more attack options, and so on) and games that are on a grid system but characters are more properly units (they typically have only base attacks, may not have equipment, and so on). A good comparison would be ''VideoGame/FinalFantasyTactics'' to the ''Franchise/FireEmblem'' series. The former is a "Tactical RPG" and the latter a "Strategy RPG". [[note]]On this wiki they're grouped together under StrategyRPG out of convenience. Also of note is that though listed as a subdivision, Strategy [=RPGs=] were a viable genre before [=TRPGs=].[[/note]]
53[[/index]]
54
55[[index]]
56* '''[[WideOpenSandbox Sandbox]] RPG''': Codified by the aforementioned ''Ultima'' series from [[VideoGame/UltimaIV the fourth installment]] onwards. This subgenre is all about free-roaming exploration, character customization, and environment interactivity. Its incumbent king is ''Franchise/TheElderScrolls'' series, though the growing number of WideOpenSandbox games with RPGElements threatens to erase the distinction between the two categories (old-school purists would claim that the distinction between the two would be that the Sandbox [=RPG=] focuses on simulating a world and allowing the player character to systemically interact with it, as opposed to simply delivering content, although by this definition the genre is arguably already extinct given the evolution of its tent-pole franchises, its closest living relatives being the more tightly-focused ImmersiveSim).
57[[/index]]
58
59* '''Narrative [=RPG=]''': The youngest sub-genre codified in the late '90s by ''VideoGame/PlanescapeTorment'' and the ''VideoGame/BaldursGate'' series, which put the spotlight on their storytelling aspects. These games usually have a compelling character cast and an engaging storyline and, in this, are often compared to contemporaneous Eastern [=RPGs=], though on the whole they still provide broader choices (both in [[CombatDiplomacyStealth gameplay]] and [[StoryBranching story]]) than their Eastern counterparts. More recent examples of this category include ''Franchise/MassEffect'', ''Franchise/TheWitcher'', and ''Franchise/DragonAge'' series.
60
61[[index]]
62* '''MassivelyMultiplayerOnlineRolePlayingGame (MMORPG)''': Can be any of the above genres, though they gravitate around a fusion of Action and Western [=RPGs=] (as the TropeMaker ''VideoGame/UltimaOnline'' arose out of a Western RPG series). They also have their own distinct elements, mainly focusing around large boss battles known as "raids" and PlayerVersusPlayer interactions, as well as more tedious grinding such as [[FetchQuest fetching]] TwentyBearAsses.
63[[/index]]
64
65[[index]]
66* '''PlayByPostGames''': Commonly referred to as an RP or a forum roleplay, they predate both computers and tabletop role-playing games. They rely on the imaginations of the players as, quite simply, you're taking an online bulletin board and you're running an RPG on it.
67[[/index]]
68
69[[index]]
70* '''{{Forum Quest}}s''' are a particular style of PlayByPostGame where the entire playerbase (defined as 'anyone who posts in the thread where the game is running') shares control of a single character.
71[[/index]]
72
73[[index]]
74* '''{{Roguelike}}''': Their name comes from the early 1980s ASCII graphics game ''VideoGame/{{Rogue}}''. They are defined by the combination of [[RandomlyGeneratedLevels randomly generated worlds]] and PermaDeath, meaning that every time time your character dies you must start over in a different set of levels. The focus also tends to be much more on complex NintendoHard gameplay than on story with the player relegated to practical decisions but having no decisions pertaining to the inner life of the protagonist(s).
75[[/index]]
76
77[[index]]
78* '''MascotRPG''': The RolePlayingGame equivalent to the MascotFighter and MascotRacer, this genre can encompass any of the above as long as it features pre-established characters or mascots either in a MassiveMultiplayerCrossover (like ''VideoGame/SuperRobotWars'') or a spin-off of a video game franchise outside of the genre (like ''VideoGame/SuperMarioRPG'').
79[[/index]]
80
81!!Related Genres:
82
83* {{Dating Sim}}s
84* {{Farm Life Sim}}s
85* [[InteractiveFiction Text Adventure]][=/=]{{Gamebooks}}
86* {{LARP}}
87* MultiUserDungeon ({{MUD}})
88** {{MUSH}} or MultiUserSharedHallucination
89** {{MUCK}}: A Multi-User Text-Oriented Game that emphasizes role-playing and player intervention.
90* {{Tabletop RPG}}s (Pen & Paper [=RPGs=])
91* TurnBasedTactics
92
93----
94!!Tropes that are commonly found in Computer Role Playing Games:
95[floatboxright:
96Categories:
97+ LevelsAndExperienceTropes
98]
99[[index]]
100* ActuallyFourMooks \
101An enemy appears as a single sprite, but turns out to be a whole party of baddies in actual combat.
102* AdamSmithHatesYourGuts \
103The farther you get in a game, the more expensive stuff will be.
104* AnAdventurerIsYou \
105A description of the class-based systems common to many Role Playing Games.
106* AllianceMeter\
107Succeeding in making friends or enemies of NPC factions.
108* AllInARow \
109The party follows behind the leader like a lot of little ducklings.
110* AllSwordsAreTheSame \
111All weapons of a specific type look and play exactly the same.
112* ArbitraryGunPower \
113Video game guns don't kill instantly. They do HP damage.
114* ArbitraryHeadcountLimit \
115Arbitrary requirement that stops you from having too many characters in a party or unit.
116** LazyBackup \
117If you're only allowed to take three out of eighteen party members into battle, you get a GameOver if those three are killed, even if the other characters are nearby and could logically [[TheCavalry step in]] to finish the job.
118* ArmorAndMagicDontMix \
119Mage characters don't wear armor.
120* AwesomeButTemporary \
121That weapon that looks like an DiscOneNuke? You lose it by the next cutscene.
122* BadLuckMitigationMechanic \
123That RareRandomDrop just won't drop? The game rewards your persistence by overriding the RandomNumberGod.
124* BackgroundMusicOverride \
125Let's keep the SugarWiki/AwesomeMusic going through this sequence's battles instead of the BattleThemeMusic.
126* BagOfHolding \
127An object capable of holding other objects in {{hammerspace}}.
128* BagOfSharing \
129There are many characters but they share one inventory.
130* BagOfSpilling \
131Said sharing most likely won't happen between sequels.
132* BattleThemeMusic \
133Feel those awesome riffs, man!
134* BeefGate \
135The game prevents you from going to places out of order by putting very tough enemies in the way.
136* BetterOffSold \
137Items that are usually sold by players because they're outclassed by items players already have access to.
138* BettingMiniGame \
139Let's pause our quest to play craps!
140* BlackAndWhiteMagic \
141Hmm, do I get to roast the bad guys or heal the good guys?
142** BlackMage \
143Prefers his bad guys extra crispy.
144** WhiteMage \
145Keeps the good guys from becoming extra crispy; may also stock a HolyHandGrenade for emergencies.
146* BossAlteringConsequence \
147Some boss battles can be uniquely affected by the choices or the sidequests completed by the player.
148* ButThouMust \
149A dialogue tree where your choices are irrelevant, because the game will not proceed until you pick the 'intended' option (or ignore your decision altogether).
150* CarryingTheWeakness \
151Enemies dropping items they're weak to.
152* CharacterAlignment \
153Your character's morality, usually on the good vs. evil and/or lawful vs. chaotic scales.
154** UnconventionalAlignment \
155Your character's morality, ''not'' on the above scales.
156* CharacterLevel \
157You level up as you gain ExperiencePoints.
158* ClassChangeLevelReset\
159Your level drops back to one when you swap jobs/classes.
160* CombatantCooldownSystem \
161A.k.a. Active Time Battle. A combat system where how soon combatants can act again is determined by their Speed stat and by the complexity of their respective previous actions.
162* CombatDiplomacyStealth \
163You can either fight, talk, or sneak your way to victory.
164* CombinationAttack \
165A special attack that occurs when two or more characters use certain attacks at the same time or in rapid succession.
166* CommonTacticalGameplayElements \
167Rules that add a tactical dimension to RPG combat.
168* ConvenientQuesting \
169Your next destination will be the closest area that you haven't been able to get to before.
170* CriticalEncumbranceFailure \
171You're perfectly fine with 87 pounds of weight, but add [[TheLastStraw one more item]] and you'll collapse in a heap.
172* CriticalHit \
173An attack randomly does extra (often double) damage.
174** CriticalHitClass \
175A class or character's strategy is based on getting critical hits.
176* CrutchCharacter \
177A party member strong in the early game who falls behind the power curve (or gets killed off) once your other characters catch up.
178* DamageIncreasingDebuff \
179A negative status ailment which in some way increases the damage its subject takes.
180* DamageOverTime \
181A unit receives a negative status that inflicts a small amount of damage at regular intervals.
182* DefendCommand \
183A command that lets you take less damage, but you don't get to do anything else in the meantime.
184* DiminishingReturnsForBalance \
185As you increase your stats, each increase has less effect, forcing you to balance your stats more.
186* DiscOneFinalDungeon \
187A dungeon that pretends to be the last one in the game, but is nowhere near it.
188** DiscOneFinalBoss \
189Likely takes up residence here.
190* DiscOneNuke \
191An exploit where a powerful item or technique is achieved early on in the game.
192* DudeWheresMyRespect \
193You've saved the world, but durnit, you're not too good to deliver my apples to the baker!
194* DungeonMaintenance \
195Game mechanics may be a given to the players, but they're a lot of work for the locals.
196* EasingIntoTheAdventure \
197Before you start the adventure properly, you'll be shown cavorting around your tiny home town.
198* AnEconomyIsYou \
199All stores in a city are centered around selling things you in particular will need.
200* ElementalCrafting \
201The most important aspect of a piece of armor? What material it's made from!
202* EnoughToGoAround \
203Items that are one-of-a-kind in-universe but can be obtained multiple times and/or by multiple players.
204* EquipmentBasedProgression \
205Occasionally an RPG will make characters more powerful by having them find better equipment, instead of leveling up with experience points (or by having them level up their equipment).
206* EquipmentSpoiler \
207Finding an unusable piece of equipment means that someone able to use it will join the party at some point.
208* EvolvingAttack \
209Your attacks and skills can level up on their own, if you use them enough.
210* ExperiencePoints \
211You get them by killing enemies (or possibly completing other tasks or objectives), and when you get enough your CharacterLevel or abilities increase.
212** ExperienceBooster \
213You get more ExperiencePoints when this is in effect.
214** ExperiencePenalty\
215You get less ExperiencePoints when this is in effect.
216** MoneyIsExperiencePoints\
217In-game money can be used in place of or in addition to experience points to level up characters.
218** TechPoints \
219Like ExperiencePoints, but they're only good for unlocking abilities.
220* ExponentialPotential \
221As you level up, you get so many spells that gameplay starts getting confusing.
222* FairyBattle \
223A friendly monster disguised as a random encounter that does something other than attack your party.
224* FakeLongevity \
225Things that pad out a game's length so they can brag about having "100 hours of gameplay!"
226* FakeUltimateMook \
227A massive, terrifying monster that is surprisingly easy to defeat.
228* FantasyCharacterClasses \
229The most common character classes in a medieval fantasy setting.
230* FetchQuest \
231A subquest unimportant to the actual plot which must be completed to continue.
232** BrokenBridge \
233Any arbitrary obstacle that blocks your progress until you finish a FetchQuest or something.
234* FightWoosh \
235Graphic effect that happens when you go into a RandomEncounter.
236* FinalDungeonPreview \
237The player pays an early visit to what will be the game's final dungeon.
238* FirstTown \
239The place you start the adventure from. Usually the hero's hometown.
240* FollowThePlottedLine \
241You somehow always end up where the plot says you should be, no matter how little sense it makes that you should be there.
242* GameSystem
243** PointBuildSystem
244** CharacterClassSystem
245*** ClassAndLevelSystem
246*** CommonCharacterClasses
247*** FighterMageThief
248* GamingStatTropes \
249The numbers behind the game.
250* GladiatorSubquest \
251At some point, you will have to fight in an arena in gladiatorial combat. Either as part of the main quest or as a subquest.
252* GetOnTheBoat \
253In an RPG, at some point you will have to cross the ocean to reach another continent.
254* GlobalAirship \
255A mode of transport that lets you reach any part of the world map easily.
256* GlobalCurrency \
257No matter where you go (rival empires, ancient tombs, ''different dimensions'', etc.) expect there to only be one currency, often taking the form of CheapGoldCoins, because exchanging it simply isn't fun.
258** GlobalCurrencyException \
259A place where the global currency isn't accepted, often for game balance purposes.
260* GoodMorningCrono \
261The main character starts the game in bed, as his mother or friend wakes him up.
262* GoWaitOutside \
263You are asked to wait outside while something is finished; even if you come back in immediately, it's already done.
264* GuestStarPartyMember \
265Someone who joins your party temporarily as a "guest".
266** TemporaryPartyMemberToVillain\
267A GSPM that betrays the party and later fights it.
268* GunsAreWorthless \
269In RPG systems, guns are generally weaker than swords.
270* HardCodedHostility \
271A faction which cannot be negotiated with and is perpetually at war with every other faction.
272* HealerSignsOnEarly \
273One of your first party members will bring healing abilities with them.
274* HealingPotion \
275An item that restores health.
276* HealthDamageAsymmetry \
277Playable characters have low health, high damage output, while monsters have high health, low damage output.
278* HeavyEquipmentClass\
279A class or character that stands out due to their proficiency with heavy weapons and/or armour.
280* HeroesPreferSwords \
281In an RPG, the main character always uses a sword.
282* HitPoints \
283A number attributed to your health that indicates how badly injured you are.
284* AHomeownerIsYou \
285You get to buy a house, basically just because.
286* HubCity \
287The biggest city in the game, the center of everything.
288* HubLevel \
289Locations in an RPG that are usually safe from enemies and are used for checking mail, topping off supplies, and talking with companions.
290* HubUnderAttack \
291A HubLevel is attacked as part of the storyline.
292* ImpossibleItemDrop \
293Enemies drop weapons that they could not plausibly have.
294* ImprobablePowerDiscrepancy \
295Enemies are given statistics based on how powerful you are expected to be at that point, not how strong that enemy would be based on common sense.
296* InevitableTournament \
297If there is a fighting tournament held somewhere in the game, chances are 99% that you will compete in it.
298* InexplicableTreasureChests \
299Where did they come from? Who put them there? Why does nobody else but you ever open them?
300* InfinityPlusOneSword \
301The absolute most awesome weapon EVER! You must collect [[TwentyBearAsses twenty thousand bear asses first.]]
302* InfinityMinusOneSword \
303Not quite as good as the InfinityPlusOneSword, but it requires significantly fewer [[TwentyBearAsses Bear Asses]] to acquire.
304* InformedEquipment \
305Characters' equipment won't show up visually on their character model; they may be wearing Diamond Armor, but it looks like the same old {{Stripperiffic}} costume to me...
306* InitiationQuest\
307Joining an organization in an RPG requires jumping a lot of quest-related hoops.
308* InnSecurity \
309Whenever the plot requires a stay at the inn, you will always wake up in the middle of the night for a plot event.
310* IrrelevantSidequest \
311Everyone seems to constantly ask you to do sidequests that have absolutely nothing to do with your main objective.
312* ItemCrafting \
313Creating your own items and equipment out of handy-dandy ingredients.
314** JustAddWater \
315Items can generally be created by just sticking two or three things together and hitting "MIX".
316* JobSystem \
317EasternRPG system whereby classes have distinct equipment and abilities but can be changed at any time.
318* JoinedYourParty \
319You now have 18 party members! Good luck figuring out [[ArbitraryHeadcountLimit which ones to use.]]
320* KarlMarxHatesYourGuts \
321Where it's impossible to make money because everything always costs the same, so you can never sell at a profit.
322* KleptomaniacHero \
323Looting is a very important aspect of RPG. Everything that's not nailed down is yours to take.
324* LastDiscMagic \
325In {{Eastern RPG}}s, although magic is usually less efficient than melee attacks, a spell or set of spells later in the game will be much better than the rest.
326* LawOfCartographicalElegance \
327Land masses will never extend across the edge of the (usually square) world map.
328* LeakedExperience \
329Characters not in the active party will get some percentage of the experience that the active party gets.
330* LetsSplitUpGang \
331At some point your party will be split up into two or more independent groups.
332* LevelGrinding \
333You gain statistics and abilities by killing monsters over and over again.
334* LevelScaling \
335As you level up, so do your enemies.
336* LevelUpAtIntimacy5 \
337As you build an emotional (or sexual) relationship with an in-game NPC, your character gets physically stronger or gains skills because of it.
338** MoreFriendsMoreBenefits \
339Games where the best result can be gotten by seducing or wooing every single person who seems even remotely interested in you.
340* LinearWarriorsQuadraticWizards \
341Melee classes are better at lower levels, while wizards are better at higher ones.
342* LowLevelAdvantage \
343Don't level up as much as possible for optimal advantage.
344* ManaPotion \
345An item that restores spellcasting ability.
346* ManualLeaderAIParty \
347The player controls one character and the rest of the PlayerParty are controlled by the game's AI.
348* MassMonsterSlaughterSidequest \
349Annoying quest to kill X number of a specific enemy, frequently [[RandomEncounter randomly encountered]] enemies.
350* MatchMakerQuest\
351A Quest where the player helps an {{NPC}} win over their true love.
352* MechanicallyUnusualClass \
353A character class whose mechanics are unusual in comparison to its fellow classes.
354* MetalSlime \
355A monster that appears and runs away very quickly, is hard to kill, but gives very good reward if you do kill it.
356* TheMinionMaster \
357A player character whose role is to create many, many NPC [[{{Mooks}} minions]].
358* ModernDaySciFiRPGClassEquivalents \
359A collection of classes or class-equivalents for non-fantasy RPG-settings.
360* MoneyForNothing \
361Especially in single-player [=RPGs=], it often isn't hard to accumlate more money than you can reasonably spend, often because the best items are rewards from completing quests rather than being bought.
362* MoneySpider \
363Even monsters need to carry money. (What do they spend it on?)
364* MonsterAllies \
365Where monsters fight alongside the party instead of against it.
366* MutuallyExclusivePartyMembers \
367Certain characters will refuse to join you if other characters are already in the party, or will leave when someone else joins. Sometimes controlled by the plot, but other times it's just that the two simply can't be in the party together.
368* NeglectedSidequestConsequence \
369Ignoring optional missions makes the story sadder or makes gameplay harder.
370* NewsTravelsFast \
371As soon as something important happens in the plot, everyone in the world will know about it.
372* NintendoHard \
373Want to defeat that {{Superboss}}? Get ready for a ''[[MarathonBoss long]]'' and ''brutally hard'' battle.
374* NoExperiencePointsForMedic \
375Only killing nets a character rewards, healing and defending don't.
376* NoHeroDiscount \
377Even though you're out there saving the world and their lives, shopkeepers will still charge you full price.
378* NominalImportance \
379Only people that are relevant to the plot or a {{sidequest}} will be blessed with names. Everyone else will be {{nameless|Narrative}} or be referred to with [[EveryoneCallsHimBarkeep generic or descriptive titles.]]
380* NonstandardSkillLearning\
381Certain skills/perks cannot be acquired by regular means within the game system--only by clearing certain story events.
382* NoobCave \
383Because even god-slaying heroes need to start somewhere. May include a RatStomp and probably a WarmUpBoss
384* NoStatAtrophy \
385Once you raise a stat, it will never go down again.
386* NowWhereWasIGoingAgain \
387OK, I saved my game three months ago and I'm picking the game up again... so where was I supposed to go?
388* NPCRoadblock \
389When {{NPC}}s stand in your way and prevent you from getting where you need to go.
390* OneManParty \
391An RPG where one character can easily become far stronger than the rest of his party.
392* OneSizeFitsAll \
393Clothing and armour can be worn by anyone, regardless of its source or the wearer's size or gender.
394* OneStatToRuleThemAll \
395Put as many skill points into this stat as you can, because it's much more helpful than any of the others.
396* OnlyShopInTown \
397When a town you pass through only has one shop for buying and selling weapons and armour.
398* OpeningTheSandbox \
399The point in a game where you're finally able to do all the sidequests, go anywhere on the map, and so on.
400* OptionalBoss \
401An additional boss that's not required to finish the game.
402** {{Superboss}} \
403An optional boss that is significantly harder than other bosses in the game, including the FinalBoss.
404* OptionalPartyMember \
405Someone who may not join your party, if you don't fulfil the requirements to get them.
406* OutsideTheBoxTactic \
407Certain enemies are weak to tactics that are bizarre or otherwise not intuitive at first glance.
408* OverlyLongFightingAnimation \
409An animation attack in which the RuleOfCool is applied in excess, making it just too long.
410* PamphletShelf \
411Whenever you see a bookshelf, there will never be more than one book (and often one line) that you can read.
412* ParabolicPowerCurve \
413A situation where, as your character gains levels, they begin getting less effective in certain tasks.
414* PartyInMyPocket \
415Only the main character is shown walking around; other party members will appear when needed, or even walk out of his body.
416* PartyOfRepresentatives \
417A party of characters that comprise of multiple races/species throughout the game's world.
418* PeninsulaOfPowerLeveling \
419A place where LevelGrinding is exceptionally easy.
420* PerpetuallyStatic \
421Rules in an {{MMORPG}} that prevents the game from being changed unduly by the players.
422* PlayerParty \
423A set of characters whom you control together throughout the game.
424* PlayerPersonalityQuiz \
425A quiz during character creation that determines your alignment or statistics.
426* {{Plunder}} \
427Frequently referred to as 'loot', and like ExperiencePoints, it's rewards (but of a physical manner) from defeating your enemies, from money to useful equipment. Arguably, stuff you get from other people as a reward for completing tasks from them count as well (the tasks of which may involve collecting TwentyBearAsses.).
428* PlotTunnel \
429Linear plot sequence that forces you to put your usual sidequests on hold while important plot events develop.
430** PointOfNoReturn \
431There is no turning back once you cross this line near the end of the game -- you can only finish the game or die trying.
432* PoorPredictableRock \
433When a player or opponent uses a single strategy that is very easy to counter.
434* PowerEqualsRarity \
435The more powerful an item/Mon/etc. is in a game, the harder it is to find.
436* PreexistingEncounters \
437Encounters with enemies which you can see coming (as opposed to RandomEncounters).
438* PrestigeClass \
439A character can choose to advance from a basic starting class to a more powerful, but more specialised class.
440* QuestGiver \
441An {{NPC}} designated somehow as someone who will give you a sidequest.
442* RainbowPimpGear \
443When players equip their characters with gear solely based on stat bonuses [[RummageSaleReject without consideration to how it will look on them.]]
444* RandomEncounters \
445Encounters with monsters that occur randomly as the player travels.
446* RareRandomDrop \
447You have a 1 in 128,983,234 chance of getting the InfinityPlusOneSword from that MetalSlime. Happy grinding!
448* RandomDrop \
449You have a one in fifty chance this monster will drop the DiscOneNuke weapon.
450* RandomDropBooster \
451With this active, the monster will drop the DiscOneNuke weapon three times more often.
452* RatStomp \
453Rats - the ultimate noob enemy.
454* RelationshipValues \
455A usually hidden meter that measures the depth of your relationship to other characters.
456* RequiredPartyMember \
457Someone who you have to have in your group, usually due to plot reasons.
458** CantDropTheHero \
459The main hero of an RPG can never be taken out of the active party.
460** MissingMainCharacter \
461When said hero is temporarily removed.
462* RestingRecovery\
463Put the characters into a dormant state for a certain time to rapidly recover their HP/MP/etc.
464* RomanceSidequest \
465A sidequest which has the player character enter a romantic relationship with a party member or {{NPC}}.
466* RPGElements \
467Where a non-RPG is given some aspects of one (menu battles, equipment, levels).
468* {{RPGs Equal Combat}} \
469The only way to get equipment, skills and levels is to fight things.
470* ResourcesManagementGameplay
471* MediaNotes/RolePlayingGameTerms\
472A [[MediaNotes glossary]] of common RPG terminology.
473* SavePoint \
474A specific spot where the player is allowed to save their game and restart it should they get a GameOver.
475* ScratchDamage \
476All successful attacks must inflict some damage, no matter how little.
477* ShopFodder \
478An item that's useless for anything but selling for cash.
479* {{Sidequest}} \
480Any part of a video game that is not required to complete the game.
481** LoadsAndLoadsOfSidequests\
482Do stuff, get stuff. Repeat 100 times.
483** SidequestSidestory \
484A sequence of optional sidequests reference/join up to each other to create a seperate story.
485* TheSixStats \
486The six attributes that help or hinder you in gameplay.
487* SkillPointReset\
488Optional reset of a PlayerCharacter's skill and ability scores, allowing you to redistribute them.
489* SkillScoresAndPerks\
490Abstract conventions of how playable characters' skills and abilities work in the game.
491* SkillSlotSystem \
492A character can only use a limited number of active skills but can replace them with better ones under certain conditions.
493* SoleEntertainmentOption \
494In the entire in-game world, there is only one kind of entertainment or only one city where you can find it.
495* SoLongAndThanksForAllTheGear \
496A party member leaves the party for some part of the game, taking whatever you equipped them with in the process. Hope it wasn't anything you needed!
497* SorryImLate \
498When you're separated from your party, they will join up with you in the course of one or more random encounters.
499* SortingAlgorithmOfEvil \
500Villains must appear in strictly ascending order by menace.
501* SpellCrafting \
502A game lets you create your own spells.
503* SpellLevels \
504Each known spell is assigned to a category roughly reflecting its power.
505* StandardRPGItems \
506We got potions, ethers, remedies, and revives, and dangit if they aren't all the same color!
507* StatusEffects \
508If you're poisoned, blinded, mute, and confused... better take it easy on the [[MushroomSamba magic mushrooms]].
509* StarterEquipment\
510The equipment you're given by default at the beginning of the game.
511* StatDeath \
512You can be killed if certain stats (other than HP) are brought down to zero.
513* StatGrinding \
514As you do specific actions, your statistics related to those actions will increase.
515* StatisticallySpeaking \
516No matter how high your strength, speed, etc. goes, you still will not be able to, for example, just smash that InsurmountableWaistHighFence to pieces.
517* StatsDissonance \
518A character's stats are to be interpreted outside their usual context.
519* SupportPartyMember \
520A party member whose primary abilities are mostly non-offensive.
521* SurplusDamageBonus \
522Damage an enemy more than is strictly necessary to kill it, and you get a reward.
523* TakeYourTime \
524The only time you actually need to hurry is if there's an [[TimedMission onscreen timer]] counting down.
525* TalkToEveryone \
526It's the only way to get that sneaky clue about the dinosaurs!
527* ATasteOfPower \
528Where you are given a strong character or ability early on, but lose it quickly.
529* TeaserEquipment \
530Shopkeepers in video games sell powerful equipment, but you won't be able to afford them until later.
531* ThereAreNoBedsheets \
532When a character lies down on a bed, they will never get into sheets or blankets, but just lie on top of it.
533* ThereAreNoTents \
534You can only rest the night at an inn; you can't just set up camp somewhere.
535* ThrivingGhostTown \
536Cities and towns are much, much smaller than they should be for sustainability.
537* TierSystem \
538The Rank of your equipment or enemies dictates how powerful they are
539* TookAShortcut \
540You spent all that time going through the dungeon and beating all the puzzles, so how the heck did these guys get here first?
541* TraumaInn \
542Got killed in combat? Just spend a night at the inn, and you'll be healed up by morning!
543* TreacherousQuestGiver \
544The person who sends you off to kill the BigBad is actually manipulating you for their own unsavory ends.
545* TrespassingHero \
546Go everywhere you can in an RPG, even into private homes without an invitation!
547* TurnBasedCombat \
548When the combat mode of the game is turn-based.
549* TwentyBearAsses \
550Annoying FetchQuest where you have to collect a certain number of whatever item, usually dropped by randomly encountered enemies.
551* TwentyFourHourArmor \
552You wear your armor everywhere. You eat with it, you sleep with it, you take baths in it.
553* UnconventionalAlignment \
554For when the standard good/evil and law/chaos alignment scales just aren't flexible enough.
555* UndergroundMonkey \
556Enemy types get recycled from one area to another, with stronger stats.
557* UniversalPoison \
558There is only one type of poison, and generally one type of antidote for it.
559* UnknownItemIdentification \
560Generic-labelled items that must be appraised/identified as a separate step before you can actually use them.
561* UtilityPartyMember \
562The character you keep in your party for their non-combat skills.
563* TheVeryDefinitelyFinalDungeon \
564The FinalBoss lives here; you'll know it when you see it.
565* VideoGameDelegationPenalty \
566By delegating a certain in-game task or mechanic to the AI or a NPC, you get a less desirable result than when you do it yourself.
567* VideoGameGeography \
568The world map is square and wraps around on both edges. How exactly does that work? Who cares?
569* VideoGameWeaponStats \
570Common attributes for weapons.
571* VillainForgotToLevelGrind \
572Where the villain is still at the same level he was at ten hours ago, but the heroes are ten levels higher and therefore beat him handily.
573* WalletOfHolding \
574Where you can collect millions of gold coins and not have your pants fall down.
575* TheWanderingYou \
576You got your towns and dungeons and everything between them are just empty land full of monsters.
577* WarpWhistle \
578Instantaneously teleport to any location you've been to before.
579* WeBuyAnything \
580Want to sell that rusty suit of armor at a grocery store? They'll take it, no questions asked!
581** WeSellEverything \
582That same grocery store also sells weapons, armor, magical items, and more.
583* WeCannotGoOnWithoutYou \
584You get a GameOver when the main character is killed, regardless of how many of his companions are still alive or whether they can quickly revive him.
585* WelcomeToCorneria \
586{{NPC}}s keep saying the same thing over and over again.
587* YouALLLookFamiliar \
588There are only a few NPC models; you'll see it repeated over and over again.
589* ZipMode \
590Go anywhere you've been before, in a fraction of the time!
591[[/index]]

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