''This article refers chiefly to video games. See TabletopRPG for old-fashioned pen and paper games.''

Role-Playing Games ([=RPG=]s 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]]).

{{RPG}}s have their origin in [[TabletopGames pen-and-paper systems]] which traditionally have UsefulNotes/{{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.

The early role-playing video games [[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:

* '''{{Western RPG}}s ([=WRPGs=])''' 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]]. Western [=RPGs=] come in three main flavors, though hybrids are also common.
** '''{{Dungeon Crawl|ing}}ers''' 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. ''VideoGame/{{Wizardry}}'' and the earlier ''VideoGame/{{Ultima}}'' installments [[TropeCodifier codified]] the pattern. They are conceptually related to ''VideoGame/{{Rogue}}'' and [[{{Roguelike}} the genre it spawned]] (see below). This sub-genre had gone out of favor during TheNineties, and only the ''VideoGame/{{Diablo}}'' series and its many clones still carry its tradition.
** '''Sandbox [=RPGs=]''' were 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.
** '''Narrative [=RPGs=]''' are 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=]. More recent examples of this category include ''Franchise/MassEffect'', ''Franchise/TheWitcher'', and ''Franchise/DragonAge'' series.
* '''{{Eastern RPG}}s''' ('''[=ERPGs=]''')
** '''Light [=RPGs=]''' often focus on cinematic narratives and memorable characters, usually, but not always, with a more linear gameplay and less direct customization than Western [=RPGs=]; Light [=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. A good point of distinction is that [=WRPGs=] typically have some CharacterCustomization, whereas an Light [=RPG=] 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. Light [=RPGs=] tend to use a [[TurnBasedCombat turn-based]] or [[CombatantCooldownSystem pseudo-turn-based system]] where the player individually inputs actions for every character in the team each turn. Examples of this sub-genre are the ''Franchise/FinalFantasy'', ''VideoGame/DragonQuest'', and ''Franchise/{{Pokemon}}'' franchises.
** '''{{Action RPG}}s''' ('''[=ARPGs=]''') 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''.
** '''{{Tactical RPG}}s''' are related to Light [=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. While there are also 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 Wiki/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 Light [=RPG=].)
** A further subdivision is the '''StrategyRPG''' ('''[=SRPGs=]''') which more closely resemble RealTimeStrategy or {{Tabletop RPG}}s. The distinction separates games that are on a grid system with standard Light 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]]
* '''{{Roguelike}}s''' take their name 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).
* '''[[MassivelyMultiplayerOnlineRolePlayingGame Massively Multiplayer Online Role-Playing Games]]''' ('''[=MMORPGs=]''') 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.

It is debatable whether any actual "Role Playing" is involved in many "role-playing video games". See also UsefulNotes/RolePlayingGameTerms, UsefulNotes/HowToPlayAConsoleRPG, and UsefulNotes/PCVsConsole.

For the trope about assuming roles in order to practice something, see ComicRolePlay.

!!Types of Role Playing Games:


->[+Official Subgenres:+]

* EasternRPG
** ActionRPG
** StrategyRPG
* MassivelyMultiplayerOnlineRolePlayingGame ({{MMORPG}})
* PlayByPostGames
* {{Roguelike}}
* WesternRPG

->[+Related Genres:+]

* MultiUserDungeon ({{MUD}})
** {{MUSH}} or MultiUserSharedHallucination
** {{MUCK}}, a traditional roleplay-oriented [=MUD=]
* [[InteractiveFiction Text Adventure]] / ChooseYourOwnAdventure
* {{Dating Sim}}s
* TurnBasedTactics
* {{LARP}}
* {{Tabletop RPG}}s (Pen & Paper [=RPGs=])

!!Tropes that are commonly found in Computer Role Playing Games:
+ LevelsAndExperienceTropes
* ActuallyFourMooks \\
An enemy appears as a single sprite, but turns out to be a whole party of baddies in actual combat.
* AdamSmithHatesYourGuts \\
The farther you get in a game, the more expensive stuff will be.
* AllianceMeter\\
Succeeding in making friends or enemies of NPC factions.
* AllInARow \\
The party follows behind the leader like a lot of little ducklings.
* AnAdventurerIsYou \\
A description of the class-based systems common to many Role Playing Games.
* AHomeownerIsYou \\
You get to buy a house, basically just because.
* AllSwordsAreTheSame \\
All weapons of a specific type look and play exactly the same.
* ArbitraryGunPower \\
Video game guns don't kill instantly. They do HP damage.
* ArbitraryHeadcountLimit \\
Arbitrary requirement that stops you from having too many characters in a party or unit.
** LazyBackup \\
If 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.
* ArmorAndMagicDontMix \\
Mage characters don't wear armor.
* AwesomeButTemporary \\
That weapon that looks like an DiscOneNuke? You lose it by the next cutscene.
* BackgroundMusicOverride \\
Let's keep the CrowningMusicOfAwesome going through this sequence's battles instead of the BattleThemeMusic.
* BagOfHolding \\
An object capable of holding other objects in {{hammerspace}}.
* BagOfSharing \\
There are many characters but they share one inventory.
* BagOfSpilling \\
Said sharing most likely won't happen between sequels.
* BattleThemeMusic \\
Feel those awesome riffs, man!
* BeefGate \\
The game prevents you from going to places out of order by putting very tough enemies in the way.
* BettingMiniGame \\
Let's pause our quest to play craps!
* BlackAndWhiteMagic \\
Hmm, do I get to roast the bad guys or heal the good guys?
** BlackMage \\
Prefers his bad guys extra crispy.
** WhiteMage \\
Keeps the good guys from becoming extra crispy; may also stock a HolyHandGrenade for emergencies.
* ButThouMust \\
A dialogue tree where your choices are irrelevant, because the game will not proceed until you pick the 'intended' option (or ignore your decision altogether).
* CarryingTheWeakness \\
Enemies dropping items they're weak to.
* CharacterAlignment \\
Your character's morality, usually on the good vs. evil and/or lawful vs. chaotic scales.
** UnconventionalAlignment \\
Your character's morality, ''not'' on the above scales.
* CharacterLevel \\
You level up as you gain ExperiencePoints.
* ClassChangeLevelReset\\
Your level drops back to one when you swap jobs/classes.
* CombatantCooldownSystem \\
A.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.
* CombatDiplomacyStealth \\
You can either fight, talk, or sneak your way to victory.
* CombinationAttack \\
A special attack that occurs when two or more characters use certain attacks at the same time or in rapid succession.
* CommonTacticalGameplayElements \\
Rules that add a tactical dimension to RPG combat.
* ConvenientQuesting \\
Your next destination will be the closest area that you haven't been able to get to before.
* CriticalEncumbranceFailure \\
You're perfectly fine with 87 pounds of weight, but add [[TheLastStraw one more item]] and you'll collapse in a heap.
* CriticalHit \\
An attack randomly does extra (often double) damage.
** CriticalHitClass \\
A class or character's strategy is based on getting critical hits.
* DamageIncreasingDebuff \\
A negative status ailment which in some way increases the damage its subject takes.
* DamageOverTime \\
A unit receives a negative status that inflicts a small amount of damage at regular intervals.
* DefendCommand \\
A command that lets you take less damage, but you don't get to do anything else in the meantime.
* DiminishingReturnsForBalance \\
As you increase your stats, each increase has less effect, forcing you to balance your stats more.
* DiscOneFinalDungeon \\
A dungeon that pretends to be the last one in the game, but is nowhere near it.
* DiscOneNuke \\
An exploit where a powerful item or technique is achieved early on in the game.
* DudeWheresMyRespect \\
You've saved the world, but durnit, you're not too good to deliver my apples to the baker!
* DungeonMaintenance \\
Game mechanics may be a given to the players, but they're a lot of work for the locals.
* EasingIntoTheAdventure \\
Before you start the adventure properly, you'll be shown cavorting around your tiny home town.
* AnEconomyIsYou \\
All stores in a city are centered around selling things you in particular will need.
* ElementalCrafting \\
The most important aspect of a piece of armor? What material it's made from!
* EquipmentBasedProgression \\
Occasionally 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).
* EquipmentSpoiler \\
Finding an unusable piece of equipment means that someone able to use it will join the party at some point.
* EvolvingAttack \\
Your attacks and skills can {{level up}} on their own, if you use them enough.
* ExperiencePoints \\
You get them by killing enemies (or possibly completing other tasks or objectives), and when you get enough your CharacterLevel or abilities increase.
** ExperienceBooster \\
You get more ExperiencePoints when this is in effect.
** ExperiencePenalty\\
You get less ExperiencePoints when this is in effect.
** TechPoints \\
Like ExperiencePoints, but they're only good for unlocking abilities.
* ExponentialPotential \\
As you level up, you get so many spells that gameplay starts getting confusing.
* FairyBattle \\
A friendly monster disguised as a random encounter that does something other than attack your party.
* FakeLongevity \\
Things that pad out a game's length so they can brag about having "100 hours of gameplay!"
* FakeUltimateMook \\
A massive, terrifying monster that is surprisingly easy to defeat.
* FantasyCharacterClasses \\
The most common character classes in a medieval fantasy setting.
* FetchQuest \\
A subquest unimportant to the actual plot which must be completed to continue.
** BrokenBridge \\
Any arbitrary obstacle that blocks your progress until you finish a FetchQuest or something.
* FightWoosh \\
Graphic effect that happens when you go into a RandomEncounter.
* FirstTown \\
The place you start the adventure from. Usually the hero's hometown.
* FlavorEquipment \\
Functional gear that is useless to the player but distributed among [=NPCs=] and their dwellings to reinforce an illusion of a living world.
* FollowThePlottedLine \\
You somehow always end up where the plot says you should be, no matter how little sense it makes that you should be there.
* GameSystem
** PointBuildSystem
** CharacterClassSystem
*** ClassAndLevelSystem
*** CommonCharacterClasses
*** FighterMageThief
* GamingStatTropes \\
The numbers behind the game.
* GladiatorSubquest \\
At some point, you will have to fight in an arena in gladiatorial combat. Either as part of the main quest or as a subquest.
* GetOnTheBoat \\
In an RPG, at some point you will have to cross the ocean to reach another continent.
* GlobalAirship \\
A mode of transport that lets you reach any part of the world map easily.
* GoodMorningCrono \\
The main character starts the game in bed, as his mother or friend wakes him up.
* GoWaitOutside \\
You are asked to wait outside while something is finished; even if you come back in immediately, it's already done.
* GuestStarPartyMember \\
Someone who joins your party temporarily as a "guest".
* GunsAreWorthless \\
In RPG systems, guns are generally weaker than swords.
* HardCodedHostility \\
A faction which cannot be negotiated with and is perpetually at war with every other faction.
* HealerSignsOnEarly \\
One of your first party members will bring healing abilities with them.
* HealingPotion \\
An item that restores health.
* HealthDamageAsymmetry \\
Playable characters have low health, high damage output, while monsters have high health, low damage output.
* HeroesPreferSwords \\
In an RPG, the main character always uses a sword.
* HitPoints \\
A number attributed to your health that indicates how badly injured you are.
* HubCity \\
The biggest city in the game, the center of everything.
* ImpossibleItemDrop \\
Enemies drop weapons that they could not plausibly have.
* ImprobablePowerDiscrepancy \\
Enemies 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.
* InevitableTournament \\
If there is a fighting tournament held somewhere in the game, chances are 99% that you will compete in it.
* InexplicableTreasureChests \\
Where did they come from? Who put them there? Why does nobody else but you ever open them?
* InfinityPlusOneSword \\
The absolute most awesome weapon EVER! You must collect [[TwentyBearAsses twenty thousand bear asses first.]]
* InfinityMinusOneSword \\
Not quite as good as the InfinityPlusOneSword, but it requires significantly fewer [[TwentyBearAsses Bear Asses]] to acquire.
* InformedEquipment \\
Characters' 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...
* InnSecurity \\
Whenever the plot requires a stay at the inn, you will always wake up in the middle of the night for a plot event.
* IrrelevantSidequest \\
Everyone seems to constantly ask you to do sidequests that have absolutely nothing to do with your main objective.
* ItemCrafting \\
Creating your own items and equipment out of handy-dandy ingredients.
** JustAddWater \\
Items can generally be created by just sticking two or three things together and hitting "MIX".
* JobSystem \\
EasternRPG system whereby classes have distinct equipment and abilities but can be changed at any time.
* JoinedYourParty \\
You now have 18 party members! Good luck figuring out [[ArbitraryHeadcountLimit which ones to use.]]
* KarlMarxHatesYourGuts \\
Where it's impossible to make money because everything always costs the same, so you can never sell at a profit.
* KleptomaniacHero \\
Looting is a very important aspect of RPG. Everything that's not nailed down is yours to take.
* LastDiscMagic \\
In {{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.
* LawOfCartographicalElegance \\
Land masses will never extend across the edge of the (usually square) world map.
* LeakedExperience \\
Characters not in the active party will get some percentage of the experience that the active party gets.
* LetsSplitUpGang \\
At some point your party will be split up into two or more independent groups.
* LevelGrinding \\
You gain statistics and abilities by killing monsters over and over again.
* LevelScaling \\
As you level up, so do your enemies.
* LevelUpAtIntimacy5 \\
As you build an emotional (or sexual) relationship with an in-game NPC, your character gets physically stronger or gains skills because of it.
** MoreFriendsMoreBenefits \\
Games where the best result can be gotten by seducing or wooing every single person who seems even remotely interested in you.
* LinearWarriorsQuadraticWizards \\
Melee classes are better at lower levels, while wizards are better at higher ones.
* LowLevelAdvantage \\
Don't level up as much as possible for optimal advantage.
* ManaPotion \\
An item that restores spellcasting ability.
* ManualLeaderAIParty \\
The player controls one character and the rest of the PlayerParty are controlled by the game's AI.
* MassMonsterSlaughterSidequest \\
Annoying quest to kill X number of a specific enemy, frequently [[RandomEncounter randomly encountered]] enemies.
* MatchMakerQuest\\
A Quest where the player helps an {{NPC}} win over their true love.
* MechanicallyUnusualClass \\
A character class whose mechanics are unusual in comparison to its fellow classes.
* MetalSlime \\
A monster that appears and runs away very quickly, is hard to kill, but gives very good reward if you do kill it.
* TheMinionMaster \\
A player character whose role is to create many, many NPC [[{{Mooks}} minions]].
* ModernDaySciFiRPGClassEquivalents \\
A collection of classes or class-equivalents for non-fantasy RPG-settings.
* MoneySpider \\
Even monsters need to carry money. (What do they spend it on?)
* MonsterAllies \\
Where monsters fight alongside the party instead of against it.
* MutuallyExclusivePartyMembers \\
Certain 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.
* NewsTravelsFast \\
As soon as something important happens in the plot, everyone in the world will know about it.
* NintendoHard \\
Want to defeat that BonusBoss? Get ready for a ''[[MarathonBoss long]]'' and ''brutally hard'' battle.
* NoExperiencePointsForMedic \\
Only killing nets a character rewards, healing and defending don't.
* NoHeroDiscount \\
Even though you're out there saving the world and their lives, shopkeepers will still charge you full price.
* NominalImportance \\
Only 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.]]
* NonstandardSkillLearning\\
Certain skills/perks cannot be acquired by regular means within the game system--only by clearing certain story events.
* NoobCave \\
Because even god-slaying heroes need to start somewhere. May include a RatStomp and probably a WarmUpBoss
* NoStatAtrophy \\
Once you raise a stat, it will never go down again.
* NowWhereWasIGoingAgain \\
OK, I saved my game three months ago and I'm picking the game up again... so where was I supposed to go?
* NPCRoadblock \\
When {{NPC}}s stand in your way and prevent you from getting where you need to go.
* OneManParty \\
An RPG where one character can easily become far stronger than the rest of his party.
* OneSizeFitsAll \\
Clothing and armour can be worn by anyone, regardless of its source or the wearer's size or gender.
* OneStatToRuleThemAll \\
Put as many skill points into this stat as you can, because it's much more helpful than any of the others.
* OnlyShopInTown \\
When a town you pass through only has one shop for buying and selling weapons and armour.
* OpeningTheSandbox \\
The point in a game where you're finally able to do all the sidequests, go anywhere on the map, and so on.
* OptionalPartyMember \\
Someone who may not join your party, if you don't fulfil the requirements to get them.
* OutsideTheBoxTactic \\
Certain enemies are weak to tactics that are bizarre or otherwise not intuitive at first glance.
* OverlyLongFightingAnimation \\
An animation attack in which the RuleOfCool is applied in excess, making it just too long.
* PamphletShelf \\
Whenever you see a bookshelf, there will never be more than one book (and often one line) that you can read.
* ParabolicPowerCurve \\
A situation where, as your character gains levels, they begin getting less effective in certain tasks.
* PartyInMyPocket \\
Only the main character is shown walking around; other party members will appear when needed, or even walk out of his body.
* PartyOfRepresentatives \\
A party of characters that comprise of multiple races/species throughout the game's world.
* PerpetuallyStatic \\
Rules in an {{MMORPG}} that prevents the game from being changed unduly by the players.
* PlayerParty \\
A set of characters whom you control together throughout the game.
* PlayerPersonalityQuiz \\
A quiz during character creation that determines your alignment or statistics.
* {{Plunder}} \\
Frequently 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.).
* PlotTunnel \\
Linear plot sequence that forces you to put your usual sidequests on hold while important plot events develop.
** PointOfNoReturn \\
There is no turning back once you cross this line near the end of the game -- you can only finish the game or die trying.
* PoorPredictableRock \\
When a player or opponent uses a single strategy that is very easy to counter.
* PowerEqualsRarity \\
The more powerful an item/Mon/etc. is in a game, the harder it is to find.
* PreexistingEncounters \\
Encounters with enemies which you can see coming (as opposed to RandomEncounters).
* PrestigeClass \\
A character can choose to advance from a basic starting class to a more powerful, but more specialised class.
* QuestGiver \\
An {{NPC}} designated somehow as someone who will give you a sidequest.
* RainbowPimpGear \\
When players equip their characters with gear solely based on stat bonuses [[RummageSaleReject without consideration to how it will look on them.]]
* RandomEncounters \\
Encounters with monsters that occur randomly as the player travels.
* RareRandomDrop \\
You have a 1 in 128,983,234 chance of getting the InfinityPlusOneSword from that MetalSlime. Happy grinding!
* RandomDrop \\
You have a one in fifty chance this monster will drop the DiscOneNuke weapon.
* RandomDropBooster \\
With this active, the monster will drop the DiscOneNuke weapon three times more often.
* RatStomp \\
Rats - the ultimate noob enemy.
* RelationshipValues \\
A usually hidden meter that measures the depth of your relationship to other characters.
* RequiredPartyMember \\
Someone who you have to have in your group, usually due to plot reasons.
** CantDropTheHero \\
The main hero of an RPG can never be taken out of the active party.
** MissingMainCharacter \\
When said hero is temporarily removed.
* RestingRecovery\\
Put the characters into a dormant state for a certain time to rapidly recover their HP/MP/etc.
* RomanceSidequest \\
A sidequest which has the player character enter a romantic relationship with a party member or {{NPC}}.
* RPGElements \\
Where a non-RPG is given some aspects of one (menu battles, equipment, levels).
* {{RPGs Equal Combat}} \\
The only way to get equipment, skills and levels is to fight things.
* ResourcesManagementGameplay
* UsefulNotes/RolePlayingGameTerms\\
A [[UsefulNotes glossary]] of common RPG terminology.
* SavePoint \\
A specific spot where the player is allowed to save their game and restart it should they get a GameOver.
* ScratchDamage \\
All successful attacks must inflict some damage, no matter how little.
* {{Sidequest}} \\
Any part of a video game that is not required to complete the game.
** LoadsAndLoadsOfSidequests\\
Do stuff, get stuff. Repeat 100 times.
* SidequestSidestory \\
A sequence of optional sidequests reference/join up to each other to create a seperate story.
* TheSixStats \\
The six attributes that help or hinder you in gameplay.
* SkillPointReset\\
Optional reset of a PlayerCharacter's skill and ability scores, allowing you to redistribute them.
* SkillScoresAndPerks\\
Abstract conventions of how playable characters' skills and abilities work in the game.
* SkillSlotSystem \\
A character can only use a limited number of active skills but can replace them with better ones under certain conditions.
* SoleEntertainmentOption \\
In the entire in-game world, there is only one kind of entertainment or only one city where you can find it.
* SoLongAndThanksForAllTheGear \\
A 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!
* SorryImLate \\
When you're separated from your party, they will join up with you in the course of one or more random encounters.
* SortingAlgorithmOfEvil \\
Villains must appear in strictly ascending order by menace.
* SpellCrafting \\
A game lets you create your own spells.
* SpellLevels \\
Each known spell is assigned to a category roughly reflecting its power.
* StandardRPGItems \\
We got potions, ethers, remedies, and revives, and dangit if they aren't all the same color!
* StandardStatusEffects \\
If you're poisoned, blinded, mute, and confused... better take it easy on the [[MushroomSamba magic mushrooms]].
* StarterEquipment\\
The equipment you're given by default at the beginning of the game.
* StatDeath \\
You can be killed if certain stats (other than HP) are brought down to zero.
* StatGrinding \\
As you do specific actions, your statistics related to those actions will increase.
* StatisticallySpeaking \\
No matter how high your strength, speed, etc. goes, you still will not be able to, for example, just smash that InsurmountableWaistHighFence to pieces.
* SupportPartyMember \\
A party member whose' primary abilities are mostly non-offensive.
* SurplusDamageBonus \\
Damage an enemy more than is strictly necessary to kill it, and you get a reward.
* TakeYourTime \\
The only time you actually need to hurry is if there's an [[TimedMission onscreen timer]] counting down.
* TalkToEveryone \\
It's the only way to get that sneaky clue about the dinosaurs!
* ATasteOfPower \\
Where you are given a strong character or ability early on, but lose it quickly.
* TeaserEquipment \\
Shopkeepers in video games sell powerful equipment, but you won't be able to afford them until later.
* ThereAreNoBedsheets \\
When a character lies down on a bed, they will never get into sheets or blankets, but just lie on top of it.
* ThereAreNoTents \\
You can only rest the night at an inn; you can't just set up camp somewhere.
* ThrivingGhostTown \\
Cities and towns are much, much smaller than they should be for sustainability.
* TierSystem \\
The Rank of your equipment or enemies dictates how powerful they are
* TookAShortcut \\
You spent all that time going through the dungeon and beating all the puzzles, so how the heck did these guys get here first?
* TraumaInn \\
Got killed in combat? Just spend a night at the inn, and you'll be healed up by morning!
* TreacherousQuestGiver \\
The person who sends you off to kill the BigBad is actually manipulating you for their own unsavory ends.
* TrespassingHero \\
Go everywhere you can in an RPG, even into private homes without an invitation!
* TurnBasedCombat \\
When the combat mode of the game is turn-based.
* TwentyBearAsses \\
Annoying FetchQuest where you have to collect a certain number of whatever item, usually dropped by randomly encountered enemies.
* TwentyFourHourArmor \\
You wear your armor everywhere. You eat with it, you sleep with it, you take baths in it.
* UnconventionalAlignment \\
For when the standard good/evil and law/chaos alignment scales just aren't flexible enough.
* UndergroundMonkey \\
Enemy types get recycled from one area to another, with stronger stats.
* UniversalPoison \\
There is only one type of poison, and generally one type of antidote for it.
* UnknownItemIdentification \\
Generic-labelled items that must be appraised/identified as a separate step before you can actually use them.
* UtilityPartyMember \\
The character you keep in your party for their non-combat skills.
* VendorTrash \\
An item that's useless for anything but selling for cash.
* TheVeryDefinitelyFinalDungeon \\
The FinalBoss lives here; you'll know it when you see it.
* VideoGameDelegationPenalty \\
By 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.
* VideoGameGeography \\
The world map is square and wraps around on both edges. How exactly does that work? Who cares?
* VideoGameWeaponStats \\
Common attributes for weapons.
* VillainForgotToLevelGrind \\
Where 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.
* WalletOfHolding \\
Where you can collect millions of gold coins and not have your pants fall down.
* WarpWhistle \\
Instantaneously teleport to any location you've been to before.
* WeBuyAnything \\
Want to sell that rusty suit of armor at a grocery store? They'll take it, no questions asked!
* WeCannotGoOnWithoutYou \\
You 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.
* WelcomeToCorneria \\
{{NPC}}s keep saying the same thing over and over again.
* YouALLLookFamiliar \\
There are only a few NPC models; you'll see it repeated over and over again.
* ZipMode \\
Go anywhere you've been before, in a fraction of the time!