The Logomancer is a Role-Playing Game by Jeffery Nordin made in RPG Maker VX Ace, and was rpgmaker.net's featured game of July 2014. Its premise is that of a "JRPG without killing": the player engages in turn-based battles with foes just like in any RPG, but the battles are rhetorical rather than physical. A Boss Battle may just be an attempt to convince a store owner to give you a discount, for instance.In the world of The Logomancer, everyone is connected to a communal dreamworld known as the Mindscape. During sleep, everyone interacts together inside this strange mental world. As a realm based in thought, everyone can mold and shape aspects of the Mindscape to an extent, but only a rare few can create permanent, elaborate dreamworlds for others to participate in. These talented individuals are known as logomancers.Ardus Sheridan and his apprentice John Marrow are negotiators for Powell-Mercer, a company that specializes in dream commodities and thus takes a special interest in logomancers. They are dispatched to the seaside city of Ordolus to finalize a contract with the recently discovered logomancer Glenton Dahl, and are soon joined by Mindscape and logomancy researcher Cynthia Hadrospec. The heroes also have the opportunity to assist the residents of the city with their own problems as well. In the process, the three discover new insights into the nature of logomancy and the Mindscape, eventually becoming embroiled in a matter far darker than a mere contract negotiation if they dig deep enough.The Logomancer is notable for its use of near-100% custom art assets, as well as its gameplay concept. Though technically little more than a regular Eastern RPG with a different coat of paint, the idea is fairly original and provides for a different experience than in most RPGs. Download it here.
Barrier Change Boss: Narrowden is a clever example — his current weakness is telegraphed through his color, but as his area is Deliberately Monochrome, you have to guess every time he switches. Unless, of course, you've found the well-hidden prismatic claw that restores color to the area, in which case he's a cakewalk.
Averted with Nicolai's Regret and the Watcher of the Abyss, who simply use the unsettling background music from the "Haunting Memories" quest area.
Bleak Level: The "Haunting Memories" quest and the corrupted plantation.
Bonus Boss: Technically everything except Narrowden, but in the particular definition of "optional difficult challenge", the Final Horizon, Eve Angelus, and the Composer all count. Arguably the Watcher of the Abyss does as well.
Book Ends: Exhibited by the normal ending, where Ardus visits the exact same Mindscape location as in the beginning of the game.
Boss in Mook Clothing: The Final Horizon appears to be a completely normal enemy wandering a completely normal area, but it's a very powerful Bonus Boss. In fairness, the boss battle music does play during the fight, though, which should be a tipoff.
Paper Dragons may be a straighter example. It's possible to encounter them pretty early, and if you don't have a way of reducing enemy persuasion they will swiftly destroy you.
Bragging Rights Reward: The Composer's lesson, which gives you access to every skill in the game (even enemy skills), making all future encounters trivial. You can only get it after beating the ultimate Bonus Boss, however.
Call a Hit Point a "Smeerp": Everything, due to the setup. Defense is "confidence", Hit Points are "willpower", special attack is "elocution", and so on. This extends to skills and other gameplay elements as well, which are all named based on rhetorical techniques and terminology.
Averted with special defense, which is "resistance" — although the term can probably interpreted as conveying a different meaning here.
Averted with some skills, such as Spear of Longingus, which are pretty clearly physical attacks.
Character Portrait: Of the full upper body variant. Glenton is the only character with multiple ones.
Chekhov's Gag: When telling Ardus to make grammatical corrections to his novel, Sindarin warns that semicolons are particularly vicious. As you explore the novel yourself, you'll quickly realize he wasn't speaking figuratively, as semicolons are among the most dangerous enemies in the area.
Eve Angelus is an interesting example. She's not explicitly immune to offensive debuffs, but if you use them she'll instantly counter with the appropriate buff, dispelling the debuff.
Notably, the Composer's satellite is not immune to self-loathing. The Composer is quite miffed by this if you inflict it.
Cosmetic Award: Subverted. The Horizon Mastery and Rhetorical Master items seem like they're merely awards for beating the Bonus Bosses, but they actually unlock the way to the third Bonus Boss.
Lampshaded when Eve Angelus gives you the Rhetorical Mastery trophy; she admits it's just some random junk she found, and its value is purely symbolic.
Counter Attack: Rebuttals. If they trigger, that character gets to avoid damage from the attack entirely in addition to counter-attacking.
Damage-Increasing Debuff: Treatise is a general one, Sensitivity increases damage taken from verbal attacks specifically. The rhetorical states arguably count as well, since while they grant resistance to certain elements, their main purpose is to generate a weakness.
The "perfect" states are also this, giving enemies a tenfold rhetorical weakness without any of the associated resistances.
The Developer Thinks of Everything: Pretty much. The steps of many quests can be done out of "normal" order, such as solving a problem before finding the quest giver, but everything will work out fine and you'll just get some Easter Egg dialogue for your trouble.
Doomed by Canon: Conversed when the characters discus a potential prequel to Ardus' novel; John points out that any significant divergences or surprises would instantly be suspicious because of this trope.
Dream Land: The Mindscape is a communal dreamworld entered by falling asleep.
Freudian Trio: Averted despite the main characters specializing in rhetorical styles that seem to reflect this dynamic. Cynthia occasionally has shades of The Spock, but in general, the characters exhibit traits of all three archetypes depending on the situation.
Laser-Guided Amnesia: People can never retain conscious memories of meeting with the Composer, only subconscious impressions.
Last Disc Magic: Flawless Deduction, Onus Probandi, and Null Hypothesis are the ultimate logos, pathos, and ethos skills, respectively. They're among the last skills your characters learn and are immensely powerful, inflicting a special Damage-Increasing Debuff that magnifies an elemental weakness tenfold.
Leaning on the Fourth Wall: All the discussions of Ardus' novel are very obviously commentary on writing concepts in general, and quite possibly the writing of this game in specific.
Glenton's speech about the use of logomancer realms as interactive, educational experiences is also clearly a reference to the video game medium itself.
The Composer also asserts that explaining instructions is important because, even if Ardus won't remember it, it gets the information out there, allowing it to be known by what needs to know it. This could be a nod to player direction and agency, as the player can remember the Composer's instructions fine even if Ardus can't.
Love Interest: According to Ardus, Sylvanne was originally based on his ideal love interest, but evolved into something different as he developed her character.
Magikarp Power: Downplayed with Cynthia, who has some skills that grow in power the more she's researched an enemy. Research levels are preserved through battles, so she may be ineffective at the start of an area but become very powerful once the enemies are fully researched.
In addition, her Standard Deviation ability becomes slightly more powerful every time she uses it, allowing her to become devastatingly strong if the player takes the time to power it up.
Non-Elemental: Subverted; verbal damage is close, as it's set apart from everything else in the official Elemental Rock-Paper-Scissors chart, but enemies can still resist it and it can be affected by other influences.
Point of No Return: Downplayed in that it's more a point of delayed return, but once you pass a certain point in the "Haunting Memories" quest (jumping down the hole into the Abyss), you're stuck there until you clear the area.
Prequel: Conversed during some discussions of Ardus' novel; the characters all seem to agree that prequels are boring because no one wants to read a story where they already know how it will end, and Doomed by Canon is a big pitfall.
Pun: Equipping the last will and testament of Decimus Zastari greatly increases willpower.
Rainbow Speak: Everything relating to the elements is colored the appropriate color in dialogue and system messages. (Every time the word "logos" or "reasonable" is used, for instance, it is colored green.)
Reduced Mana Cost: This is a stat that can be increased one percent at a time through inspiration points.
Required Party Member: Cynthia for the Forgotten Plantation and the "Haunting Memories" quest. It's possible to complete most of the game without ever picking her up, however.
Retraux: The Winthgraden Tower area has graphics and music reminiscent of the 8-bit era.
Rule of Cool: Eve Angelus' battle armor is rather impractical and serves no purpose, but looks really cool. Characters point this out, and she counters that she doesn't plan to fight in it, she just wants to look awesome for the duration of their debate.
Running Gag: Ardus always says the same line ("Could you be more clear and less cryptic? Obfuscating the truth never helps anyone.") every time he meets the Composer. Due to Laser-Guided Amnesia, he isn't aware of the repetition, but the Composer generates increasingly exasperated responses.
Save the Princess: Conversed. Ardus' novel is a deconstruction of the idea, as he pondered why a princess would just be passively waiting to be saved and why a hero would want to save her. Eventually he decided to create a princess who ran away under her own power, making the hero misguided in trying to rescue the object he placed on a pedestal.
Science Hero: Cynthia, a researcher aiming to catalogue and better understand the phenomena of the Mindscape.
Inflicting a stat debuff will do this automatically, removing the corresponding buff if it's active.
Clear Mind removes rhetorical states from the party. Rhetorical states are more often negative than positive, however, so this actually tends to work to your advantage.
Tabula Rasa removes all status effects, positive or negative, though it's most often used by enemies to remove debuffs.
Stripperiffic: Eventide. Judging by her dialogue in the Eve Angelus battle, however, it's a personal choice of hers.
Inverted with Cynthia, who wears an extremely modest outfit.
Talking the Monster to Death: The game's premise is that all combat is like this. Many of them (especially in the Mindscape) still feel like normal battles though...
There is actually one point where this is done literally, and the "a JRPG without killing" tagline is proven wrong: Stanislav Anarkum's Malformed Thought, the Final Boss. Winning the battle involves convincing it to kill itself.
Title Drop: At the very end of the Golden Ending, Ardus states that the working title of his new novel is "The Logomancer". Given that his new novel is a Plot Parallel to the game itself, this is fitting.
The Composer will change his tactics when he falls below half health, using telegraphed Last Disc Magic abilities and asking you math questions that can help or harm you depending on how well you perform.
What Happened to the Mouse?: At the end of "Edited For Content", Ardus reveals that the ideal Love Interest he created for his novel looks and acts exactly like Cynthia, even though he wrote the manuscript long before he met her. Everyone is quick to point out how weird this is, but it never comes up again.
Who Wants to Live Forever?: Stanislav Anarkum succeeded in separating his mind from his body, giving him eternal life within the Mindscape, but the time and isolation eventually drove him insane.