Follow TV Tropes

Following

History SoYouWantTo / WriteAWesternRPG

Go To

OR

Is there an issue? Send a MessageReason:
None


* The [[ThemeTune main theme]] of the game that must play either in the main menu ''or'' in the ending credits. Plus variations that play at the key points of the plot, e.g. the [[SimpleScoreOfSadness slow, sad version]] during the Escape-from-DoomedHometown section, the extra epic version during the FinalBattle, etc.

to:

* The [[ThemeTune main theme]] of the game that must play either in the main menu ''or'' in the ending credits. Plus variations that play at the key points of the plot, e.g. the [[SimpleScoreOfSadness slow, sad version]] during the Escape-from-DoomedHometown section, the [[OrchestralVersion extra epic version version]] during the FinalBattle, etc.



* Battle themes (can be variations of the same theme) that play during regular battles. Duh.

to:

* [[BattleThemeMusic Battle themes themes]] (can be variations of the same theme) that play during regular battles. Duh.
Is there an issue? Send a MessageReason:
None


Since the player ultimately controls their party in a WesternRPG, most of the party members are going to be {{optional|PartyMember}}. Some story-relevant [=NPCs=], however, will be {{Required Party Member}}s and it is a good idea to mix them up class-wise so that the minimal "required party" represents every class. Try to include one recruitable party member for each class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let the players decide which ones they want in their party. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let the players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers and want to be nice to the player, make them identical gameplay-wise.

to:

Since the player ultimately controls their party in a WesternRPG, most of the party members are going to be {{optional|PartyMember}}.either {{optional|PartyMember}} or [[GuestStarPartyMember temporary]]. Some story-relevant [=NPCs=], however, will be {{Required Party Member}}s and it is a good idea to mix them up class-wise so that the minimal "required party" represents every class. Try to include one recruitable party member for each class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let the players decide which ones they want in their party. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let the players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers and want to be nice to the player, make them identical gameplay-wise.
Is there an issue? Send a MessageReason:
None


* Is there an ArbitraryHeadcountLimit and if so, how high is it? While originally introduced due to technical limitations of early computers, it still has its justification in the tactical aspect: combat must be challenging and it's easier to balance encounters if you know how many fighters the player is likely to field. The downsides include FridgeLogic of the LazyBackup and LeakedExperience (though both can be remedied) and players missing out on content (e.g. character arcs) specific to characters who are not included in the default standing party due for purely tactical reasons.

to:

* Is there an ArbitraryHeadcountLimit and if so, how high is it? While originally introduced due to technical limitations of early computers, it still has its justification in the tactical aspect: combat must be challenging and it's easier to balance encounters if you know how many fighters the player is likely to field. The downsides include FridgeLogic of the LazyBackup and LeakedExperience (though both can be remedied) and players missing out on content (e.g. character arcs) specific to characters who are not included in the default standing party due for to purely tactical reasons.
Is there an issue? Send a MessageReason:
None


* Discrete levels are connected via a HubLevel or some sort of "overworld level", be it a navigable WorldMap or a PointAndClickMap. This is where the FantasyWorldMap you have drawn durin WorldBuilding comes in handy. Battles take place within the levels themselves.

to:

* Discrete levels are connected via a HubLevel or some sort of "overworld level", be it a navigable WorldMap or a PointAndClickMap. This is where the FantasyWorldMap you have drawn durin during WorldBuilding comes in handy. Battles take place within the levels themselves.



* {{Boss|Battle}}es are the rare unique enemies designed to pose a serious challenge to the player. They are usually encountered at the end of a dungeon or a quest, possess numerous special moves, and are far beyond the player characters's current level.

to:

* {{Boss|Battle}}es are the rare unique enemies designed to pose a serious challenge to the player. They are usually encountered at the end of a dungeon or a quest, possess numerous special moves, and are far beyond the player characters's character's current level.



One last thing about the actual ''casting'': Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since each new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have the essential moments of the main quest voiced; just don't extend it to every little side quest, as well.

to:

One last thing about the actual ''casting'': Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since each new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have major characters' introductions and the essential moments of the main quest voiced; just don't extend it to every little side quest, as well.
Is there an issue? Send a MessageReason:
None


The evil path also tends to be done rather poorly in the majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic GoodVsEvil dichotomy, the writers expect most players to take the good path by default, and don't bother writing [[NoCanonForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do I really need a morality aspect in it?

to:

The evil path also tends to be done rather poorly in the majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic GoodVsEvil dichotomy, the writers expect most players to take the good path by default, and don't bother writing [[NoCanonForTheWicked [[NoCampaignForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do I really need a morality aspect in it?
Is there an issue? Send a MessageReason:
None


Crafting is an essential mechanic in an RPG with EquipmentBasedProgression, though any form of it runs a high risk of being either completely useless or [[GameBreaker completely broken]].

to:

Crafting is an essential mechanic in an RPG with EquipmentBasedProgression, though any form of it runs a high risk of being either completely useless or [[GameBreaker completely broken]].
broken]]. Choose wisely which (if any) types of crafting you want in your game.
Is there an issue? Send a MessageReason:
None


In a party-based RPG, the party members are a major appeal. When designing the party, two aspects should be considered: [[CharactersAsDevice tactical gameplay]] and {{characterization|Tropes}}. On one hand, the party members are characters in a story with their own flaws and CharacterDevelopment; on the other, they are [[WarGaming painted miniatures on the map]] meant to kill other painted miniatures. Therefore, the potential party selection should offer both a sufficient variety of classes to put together an optimal supporting team for the PlayerCharacter, and simultaneously be a [[RagtagBunchOfMisfits interesting bunch to travel with]]. Which aspect is more important in your game is entirely up to you, though there is a general correlation here with whether the game is combat-oriented or story-driven.

to:

In a party-based RPG, the party members are a major appeal. When designing the party, two aspects should be considered: [[CharactersAsDevice tactical gameplay]] and {{characterization|Tropes}}. On one hand, the party members are characters in a story with their own flaws and CharacterDevelopment; on the other, they are [[WarGaming painted miniatures on the map]] meant to kill other painted miniatures. Therefore, the potential party selection should offer both a sufficient variety of classes to put together an optimal supporting team for the PlayerCharacter, and simultaneously be a [[RagtagBunchOfMisfits interesting bunch to travel with]]. [[StoryToGameplayRatio Which aspect is more important in your game game]] is entirely up to you, though there is a general correlation here with whether the game is combat-oriented or story-driven.
Is there an issue? Send a MessageReason:
None


The Western RPG genre tends towards non-linearity in both aspects. However, non-linearity has its dangers: a WideOpenSandbox becomes a QuicksandBox if the players cannot find their bearings before the [[OpeningTheSandbox opening of the sandbox]]. Meanwhile, allegedly non-linear plots often end up with purely cosmetic branching (e.g. fighting essentially the same battles, only in different uniforms) because designing extra levels for the sake of a plot branch half the players won't even play through is deemed too costly at the production stage.

to:

The Western RPG genre tends towards non-linearity in both aspects. However, non-linearity has its dangers: a WideOpenSandbox becomes a QuicksandBox if the players cannot find their bearings before the [[OpeningTheSandbox opening of the sandbox]].it is opened]]. Meanwhile, allegedly non-linear plots often end up with purely cosmetic branching (e.g. fighting essentially the same battles, only in different uniforms) because designing extra levels for the sake of a plot branch half the players won't even play through is deemed too costly at the production stage.



As discussed earlier, most Western RPG protagonists (player characters) are [[FeaturelessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. BonusPoints if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.

to:

As discussed earlier, most Western RPG protagonists (player characters) are [[FeaturelessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. BonusPoints if you [[CallBack reference the chosen origin later in the game, game]], offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.
Is there an issue? Send a MessageReason:
None


Refer to Analysis.VideoGameAchievements for common achievement/trophy templates. Most of them can be used in an RPG.

to:

Refer to Analysis.VideoGameAchievements for common achievement/trophy templates. Most of them can be used in an RPG.
RPG (except multiplayer--you [[MisbegottenMultiplayerMode probably don't want]] it in your game).
Is there an issue? Send a MessageReason:
None


As discussed earlier, most Western RPG protagonists (player characters) are [[FeaturelessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. Bonus points if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.

to:

As discussed earlier, most Western RPG protagonists (player characters) are [[FeaturelessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. Bonus points BonusPoints if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.



Since the player ultimately controls their party in a WesternRPG, most of the party members are going to be {{optional|PartyMember}}. Some story-relevant [=NPCs=], however, will be {{Required Party Member}}s and it is a good idea to mix them up class-wise so that the minimal "required party" represents every class. Try to include add one recruitable party member for each class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let the players decide which ones they want in their party. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let the players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers and want to be nice to the player, make them identical gameplay-wise.

The characterization of the party members can be derived from their function: for instance, the good warrior tank is probably a KnightInShiningArmor of some sort; the evil warrior archer may be a ColdSniper with DarkAndTroubledPast; the good scout is a LovableRogue, etc. Party members are also a perfect [[MrExposition source of exposition]] for whatever part of the setting they come from, as they give the player a face to associate country names and historical events with. Bonus points if the party represents the entire geographic and social scope of your setting. For a finishing touch, make it that EveryoneHasASpecialMove that reflects their personality and background.

to:

Since the player ultimately controls their party in a WesternRPG, most of the party members are going to be {{optional|PartyMember}}. Some story-relevant [=NPCs=], however, will be {{Required Party Member}}s and it is a good idea to mix them up class-wise so that the minimal "required party" represents every class. Try to include add one recruitable party member for each class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let the players decide which ones they want in their party. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let the players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers and want to be nice to the player, make them identical gameplay-wise.

The characterization of the party members can be derived from their function: for instance, the good warrior tank is probably a KnightInShiningArmor of some sort; the evil warrior archer may be a ColdSniper with DarkAndTroubledPast; the good scout is a LovableRogue, LoveableRogue, etc. Party members are also a perfect [[MrExposition source of exposition]] for whatever part of the setting they come from, as they give the player a face to associate weird country and race names and historical events with. Bonus points if the party represents the entire geographic and social scope of your setting. For a finishing touch, make it that EveryoneHasASpecialMove that reflects their personality and background.



One last thing about the actual ''casting'': Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since every new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have the essential moments of the main quest voiced; just don't extend it to every last side quest, as well.

to:

One last thing about the actual ''casting'': Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since every each new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have the essential moments of the main quest voiced; just don't extend it to every last little side quest, as well.

Added: 617

Changed: 1681

Is there an issue? Send a MessageReason:
None


!Set Designer / Location Scout
On the most basic level, all RPG levels can be categorized into towns and dungeons. Towns are self-contained levels (except the CapitalCity, which may span several levels) whose defining traits are safety from harm and shops (and the player is usually forbidden to attack anyone). Dungeons, contrary to the term, don't have to be underground: any location with enemies and traps in it is one, regardless whether it's underground, indoors, or outdoors. In the recent [=RPGs=], the boundary between the two types has been progressively erased, with things like DungeonTown and DungeonShop becoming more and more common.

to:

!Set While it technically has nothing to do with stealth, disarming traps (and occasionally, making them) usually falls within the competence of the party thief, probably because it is almost identical to lock picking in gameplay terms. Spotting traps is a different matter, however. Are thieves the only ones who can spot traps, or can other classes do it, too? Is there a penalty on spot checks made by other classes? Are spot checks made only once when the booby-trapped object comes into view, or are checks made continuously (e.g. with each step)? Does the complexity (level) of the trap only affect its disarm difficulty, or reduce its minimum spotting distance, as well? Can a thief attempting to disarm a trap accidentally trigger it instead? One last advice on trap spotting: in party-based games, most players place the lighter-armored thieves behind armored fighters while exploring, therefore it is important to make the effective spotting distance long enough for the former to spot traps ''before'' the latter run headfirst into them.

!!Set
Designer / Location Scout
On the most basic level, all RPG levels can be categorized into towns and dungeons. Towns are self-contained levels (except the CapitalCity, which may span several levels) whose defining traits are shops and safety from harm and shops (and the player is usually forbidden to attack anyone). Dungeons, contrary to the term, don't have to be underground: any location with enemies and traps in it is one, regardless whether it's underground, indoors, or outdoors. In the recent [=RPGs=], the boundary between the two types has been progressively erased, with things like DungeonTown and DungeonShop becoming more and more common.
Is there an issue? Send a MessageReason:
None


* Are there [[CriticalHit critical hits/misses]]? How are they calculated? What happens when one happens?

to:

* Are there [[CriticalHit critical hits/misses]]? How are they calculated? What happens when one happens?takes place (MassiveDamage, OneHitKill, etc.)?

Added: 225

Changed: 16

Is there an issue? Send a MessageReason:
None


Unlike non-interactive media, which [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. Numerous and diverse side quests are one of the biggest appeals for RPG players, since they let the players delve into your ConstructedWorld and find their own adventures. Diversity of side quests is achieved by varying their length and complexity. StrictlyFormula approach is OK, as long as you have multiple formulas and the player doesn't know which one you'll give them next, or whether you'll subvert it half-way. For instance, not all quests have to be started by talking to an NPC with a glowing exclamation mark blinking over their head; found documents and items, party members, even EnemyChatter can also tip off an attentive player. Likewise, not all side quests must end with the same quest giver handing you the promised reward; the quest giver [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must [[SidequestSidestory have a follow-up]]).

to:

Unlike non-interactive media, which [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. Numerous and diverse side quests are one of the biggest appeals for RPG players, since they let the players delve into your ConstructedWorld and [[EarnYourFun find their own adventures.adventures]]. Diversity of side quests is achieved by varying their length and complexity. StrictlyFormula approach is OK, as long as you have multiple formulas and the player doesn't know which one you'll give them next, or whether you'll subvert it half-way. For instance, not all quests have to be started by talking to an NPC with a glowing exclamation mark blinking over their head; found documents and items, party members, even EnemyChatter can also tip off an attentive player. Likewise, not all side quests must end with the same quest giver handing you the promised reward; the quest giver [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must [[SidequestSidestory have a follow-up]]).


Added DiffLines:

* BonusDungeon. Of particular interest is the BrutalBonusLevel variety with a BonusBoss in the end. It is the one place (besides the HarderThanHard difficulty) where having the players RageQuit in frustration is a good thing.
Is there an issue? Send a MessageReason:
None


* Don't overthink your combat system! Sure, it's possible to design one that simulates Renaissance rapier fencing in minuscule detail, but will it still be [[RuleOfFun fun to play]]?

to:

* Don't overthink your combat system! Sure, it's possible to design one that simulates Renaissance TheRenaissance [[UsefulNotes/EuropeanSwordsmanship rapier fencing fencing]] in minuscule detail, but will it still be [[RuleOfFun fun to play]]?
Is there an issue? Send a MessageReason:
None


Just as it is possible to improve characters via gaining levels and increasing stats and skills, it is also possible to equip them with more powerful and deadly items. Showering the player with random {{Plunder}} and selling predefined gear at the in-game shops is standard fare in Western [=RPGs=], but some additionally let the player create their own equipment via ItemCrafting, which comes in three variations:

to:

Just as it is possible to improve characters via gaining levels and increasing stats and skills, it is also possible to equip them with more powerful and deadly items. Showering the player with random {{Plunder}} and selling predefined gear at the in-game shops is standard fare in Western [=RPGs=], but some additionally let the player players create their own equipment via ItemCrafting, which comes in three variations:




to:

* Are there RandomEncounters or are all enemies fixed in their place? Do fixed enemies respawn? Do bosses? Do random encounters occur on the global map, in dungeons, or both? Are some "random" encounters actually scripted and written into the plot? Are all random encounters enemy ambushes or are there helpful [=NPCs=] to encounter, as well?
Is there an issue? Send a MessageReason:
None


Similarly to how classes are an attempt to demarcate the role a character plays in exploration and combat, CharacterAlignment was an attempt by early tabletop [=RPGs=] (primarily, ''TabletopGame/DungeonsAndDragons'') to define their role in dialogue and other non-violent interactions with {{Non Player Character}}s, primarily {{Quest Giver}}s and party members or followers. Since ''VideoGame/UltimaIV'' and ''VideoGame/{{Fallout}}'', digital [=RPGs=] have gained a more dynamic tool of assessing a character's moral standing in form of the KarmaMeter.

If social interactions are important to your game, including an alignment system or a karma meter can increase the diversity of dialogue, as [=NPCs=] would probably react differently to the player character's presence depending on their reputation. If you use a karma meter, try to avoid NoPointsForNeutrality unless the plot itself requires the player to reach either end of morality scale. If it doesn't, then there is no real reason why players who prefer the middle path should be put at a gameplay disadvantage.

The evil path also tends to be done rather poorly in a majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic GoodVsEvil dichotomy, the writers assume most players to take the good path by default, and don't bother writing [[NoCanonForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do I really need a morality aspect in it?

to:

Similarly to how classes are an attempt to demarcate the role a character plays in exploration and combat, CharacterAlignment was an attempt by early tabletop [=RPGs=] (primarily, (particularly, ''TabletopGame/DungeonsAndDragons'') to define their role in dialogue and other non-violent interactions with {{Non Player Character}}s, primarily {{Quest Giver}}s and party members or followers. Since ''VideoGame/UltimaIV'' and ''VideoGame/{{Fallout}}'', digital [=RPGs=] have gained a more dynamic tool of assessing a character's moral standing in form of the KarmaMeter.

If social interactions are important to your game, including an alignment system or a karma meter can increase the diversity of dialogue, as [=NPCs=] would probably react differently to the player character's presence depending on their reputation. If you use a karma meter, try to avoid NoPointsForNeutrality unless the plot itself requires the player to reach either end of the morality scale. If it doesn't, then there is no real reason why players who prefer the middle path should be put at a gameplay disadvantage.

The evil path also tends to be done rather poorly in a the majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic GoodVsEvil dichotomy, the writers assume expect most players to take the good path by default, and don't bother writing [[NoCanonForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do I really need a morality aspect in it?
Is there an issue? Send a MessageReason:
None


* [[NonCombatXP Non-combat (often class-specific) activities.]] Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets or [[NoExperiencePointsForMedic the healer by healing wounds and curing decease]].

to:

* [[NonCombatXP [[NonCombatEXP Non-combat (often class-specific) activities.]] Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets or [[NoExperiencePointsForMedic the healer by healing wounds and curing decease]].
Is there an issue? Send a MessageReason:
None


One of the defining traits of the RPG genre is that the player-controlled characters become increasingly more powerful as the game progresses. This is often but not necessarily represented by the CharacterLevel, which is a all-round handy tool, both for the ease of reference ("you should avoid that area until level 10+") and for the in-game DynamicDifficulty via LevelScaling. Character levels are usually gained by the following:

to:

One of the defining traits of the RPG genre is that the player-controlled characters become increasingly more powerful as the game progresses. This is often but not necessarily represented by the CharacterLevel, which is a all-round handy tool, both for the ease of reference ("you should avoid that area until level 10+") and for the in-game DynamicDifficulty via LevelScaling. Character levels or the intermediate ExperiencePoints are usually gained by the following:



* Quests. The character gains levels for completing storyline missions and {{Side Quest}}s. It is implied that whatever hardships the character endured to complete their tasks made them stronger.
* Non-combat (often class-specific) activities. Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets and avoiding detection by guards.

to:

* Quests. The character gains characters gain levels for completing storyline missions and {{Side Quest}}s. It is implied that whatever hardships the character they have endured in order to complete their tasks made them stronger.
* [[NonCombatXP Non-combat (often class-specific) activities. activities.]] Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets or [[NoExperiencePointsForMedic the healer by healing wounds and avoiding detection by guards.
curing decease]].



While level progression is potentially infinite, many developers choose to put a {{Cap}} on it, if not to prevent the character from getting too powerful, then because there are simply no meaningful ways to improve a character past a certain point.

to:

While level progression is potentially infinite, many developers choose to put a {{Cap}} on it, if not to prevent the character from getting too powerful, then simply because there are simply no meaningful ways to improve a character past a certain point.
Is there an issue? Send a MessageReason:
None


* [[FirstPersonShooter First Person]]. By seeing the world through the eyes of your character, you ''become'' that character, so most such games tend to star a HeroicMime or a FeaturelessProtagonist. Gameplay-wise, 1P view is optimal for aiming and shooting, while the melee combat is less spectacular. Tactical party control is often absent or limtied to SquadControls.

to:

* [[FirstPersonShooter First Person]]. By seeing the world through the eyes of your character, you ''become'' that character, so most such games tend to star a HeroicMime or a FeaturelessProtagonist. Gameplay-wise, 1P view is optimal for aiming and shooting, while the melee combat is less spectacular. Tactical party control is often absent or limtied limited to SquadControls.



* [[ThirdPersonShooter Third Person]]. This can be seen as a middle-ground between first-person and isometric views. With less emphasis on tactical control, 3P puts you more immediately into the action, while still distinguishing between you and your character. One thing this view shows off best is the close-quarters combat in all its gory goodness.

to:

* [[ThirdPersonShooter Third Person]]. This can be seen as a middle-ground between first-person and isometric views. With less emphasis on tactical control, 3P puts you more immediately into the action, while still distinguishing between you and your character. One thing this view shows off best is the close-quarters combat in all its [[CatharsisFactor gory goodness.
goodness]].
Is there an issue? Send a MessageReason:
None


A classic main quest goal in many, many [=RPGs=] is to save something--but what exactly depends on the genre. In HighFantasy, it's usually about saving the entire world; similarly, it's saving the galaxy in SpaceOpera. In HeroicFantasy, the player must usually save a kingdom or a city. In [[LowFantasy Low]] and DarkFantasy, it's essentially the same, except the kingdom/city is [[KnightInSourArmor probably not worth saving in the first place]]. CyberPunk is comparable to DarkFantasy in this aspect.

to:

A classic main quest goal in many, many [=RPGs=] is to [[ChronicHeroSyndrome save something--but something]]--but what exactly depends on the genre. In HighFantasy, it's usually about saving the entire world; similarly, it's saving the galaxy in SpaceOpera. In HeroicFantasy, the player must usually save a kingdom or a city. In [[LowFantasy Low]] and DarkFantasy, it's essentially the same, except the kingdom/city is [[KnightInSourArmor probably not worth saving in the first place]]. CyberPunk is comparable to DarkFantasy in this aspect.
Is there an issue? Send a MessageReason:
None


Will the players control a single PlayerCharacter or an entire PlayerParty?

to:

Will the players player control a single PlayerCharacter or an entire PlayerParty?



* Party-based [=RPGs=] tend to [[RPGsEqualCombat focus largely on tactical combat]], because a party means character specialization and combat is the only middle ground that [[FighterMageThief fighters, mages, and thieves]] have in common. There is little point in including a realistic stealth system, if the party thief is the only one who can do it while the rest must stay back, twiddling thumbs.

to:

* Party-based [=RPGs=] tend to [[RPGsEqualCombat focus largely on tactical combat]], because a party means character specialization and combat is the only middle ground that [[FighterMageThief fighters, mages, and thieves]] have in common. There is little point point, for instance, in including a realistic stealth system, if the party thief is the only one who can do use it while the rest must stay back, twiddling thumbs.



Does the player create their characters from scratch or choose from among pre-defined characters?

* Created characters are by far the most common alternative in Western [=RPGs=] for the primary {{Player Character}}s (in fact, only [[VideoGame/TheWitcher one major RPG series]] in recent memory averts it). Entire player-created parties, however, while popular in the past, have gone largely out of favor in the past decade, probably because it takes more time than most players are ready to invest before the start of the actual game.

to:

Does the player create their characters character(s) from scratch or choose from among pre-defined predefined characters?

* Created characters are by far the most common alternative in Western [=RPGs=] for the primary {{Player Character}}s (in fact, only [[VideoGame/TheWitcher one major RPG series]] in recent memory averts it). Entire player-created parties, Creating the entire party, however, while popular in the past, have has gone largely out of favor in the past decade, probably because it takes a lot more time than most players are ready to invest before the start of getting to the actual game.



* How much control over party members/followers do you give to the player? This concerns both CharacterCustomization (can the players change their appearance, decide which equipment they use, which stats/skills they improve, etc.) and exploration/combat. Options for the latter ranges from [[ManualLeaderAIParty fully autarkic AI]], through SquadControls, scriptable AI (the player decides how individual [=NPCs=] must behave in general terms), to scriptable AI with optional micromanagement, and mandatory micromanagement of each character.

to:

* How much control over party members/followers do you give to the player? This concerns both CharacterCustomization (can the players change their appearance, decide which equipment they use, which stats/skills they improve, etc.) and exploration/combat. Options for the latter ranges range from [[ManualLeaderAIParty fully autarkic AI]], through SquadControls, scriptable AI (the player decides how individual [=NPCs=] must behave in general terms), to scriptable AI with optional micromanagement, and mandatory micromanagement of each character.
Is there an issue? Send a MessageReason:
None


Since the exploration is the backbone of [=RPGs=], it pays to start with defining the setting first. Most [=RPGs=] out there belong to the genre of SpeculativeFiction, specifically its two most prominent subgenres: {{Fantasy}} and ScienceFiction. The differences between the two are many (see Analysis.SpeculativeFiction) but so are the similarities, and it's not without reason that the trope SciFiCounterpart exists.

One difference that may be important for WorldBuilding and plot writing is that in a fantasy, OlderIsBetter, while in sci-fi, it's usually the bleeding edge technology that trumps everything. Accordingly, while in a fantasy RPG, the hero might be searching for an [[MacGuffin ancient artifact]] to destroy an even older evil, a futuristic RPG may revolve around the hero building a space superweapon to repel the invading SufficientlyAdvancedAliens.

to:

Since the exploration is the backbone of [=RPGs=], it pays to start with by defining the setting first. Most [=RPGs=] out there belong to the genre of SpeculativeFiction, specifically its two most prominent subgenres: {{Fantasy}} and ScienceFiction. The differences between the two are many (see Analysis.SpeculativeFiction) but so are the similarities, and it's not without reason that the trope SciFiCounterpart meta-trope exists.

One difference that may be important for WorldBuilding and plot writing is that in a fantasy, OlderIsBetter, while in sci-fi, it's usually the bleeding edge technology that trumps everything. Accordingly, while in a fantasy RPG, the hero might be searching for an [[MacGuffin ancient artifact]] to destroy an even older evil, a futuristic RPG may revolve around the hero building a space superweapon to repel the invading SufficientlyAdvancedAliens.
Is there an issue? Send a MessageReason:
None


* Options are non-exclusive optional content, which can be experienced and explored without affecting other options to a significant extent. Options extend a single playthrough duration and work best in exploration-driven [[WideOpenSandbox free-roaming RPGs]].

To illustrate the difference, let's assume you make a fantasy RPG where the player can contract lycanthropy or vampirism. In a choices-driven game, the player would have a chance to turn their character into a werewolf, and if they refuse, into a vampire later on. If they refuse again, they will have to finish the game as a human. In an options-driven game, they will be able to turn into a werewolf or a vampire at any time after discovering this possibility. They may even be allowed to reverse their condition or become a vampire-werewolf hybrid in the same playthrough.

to:

* Options are non-exclusive optional content, which can be experienced and explored without affecting other options to a any significant extent. Options extend a single playthrough duration and work best in exploration-driven [[WideOpenSandbox free-roaming RPGs]].

To illustrate the difference, let's assume you make a fantasy RPG where the player can contract lycanthropy [[OurWerewolvesAreDifferent lycanthropy]] or vampirism.[[OurVampiresAreDifferent vampirism]]. In a choices-driven game, the player would have a chance to turn their character into a werewolf, and if they refuse, into a vampire later on. If they refuse again, they will have to finish the game as a human. In an options-driven game, they will be able to turn into a werewolf or a vampire at any time after discovering this possibility. They may even be allowed to reverse their condition or become a vampire-werewolf hybrid in the same playthrough.
Is there an issue? Send a MessageReason:
None


Finally, one more trope essential for exploration and thus to a free-roaming RPG experience is TakeYourTime. Even though it's unrealistic, the players must know that there is no time limit for main plot missions; otherwise, they will readily miss out on most of the non-essential content out of fear that the main quest becomes unwinnable. Soft time limits are okay, though: if certain side quests are only available until certain plot events but said events themselves can be postponed indefinitely, a lover of exploration would always clear the former before doing the latter.

to:

Finally, one more trope essential for exploration and thus to a free-roaming RPG experience is TakeYourTime. Even though it's unrealistic, the players must know that there is no time limit for main plot missions; otherwise, they will readily miss out on most of the non-essential content out of fear that the main quest becomes unwinnable. {{unwinnable}}. Soft time limits are okay, though: if certain side quests are only available until certain plot events transpire but said events themselves can be postponed indefinitely, a lover of exploration would always clear the former before doing the latter.
Is there an issue? Send a MessageReason:
None


Additionally, the soundtrack provides ample opportunity for motifs, be it for certain events (MoodMotif), locales (RegionalMotif), or characters ({{Leitmotif}}).

to:

Additionally, the soundtrack provides ample opportunity for motifs, be it for certain events (MoodMotif), locales (RegionalMotif), (RegionalRiff), or characters ({{Leitmotif}}).
Is there an issue? Send a MessageReason:
None


Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberPunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on giving you a general overview of your options and important considerations when designing an RPG.

to:

Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberPunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on giving you providing a general overview of your options and important considerations when designing an RPG.
Is there an issue? Send a MessageReason:
None


Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberPunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on giving you a general overview of your options and important considerations when desinging an RPG.

to:

Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberPunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on giving you a general overview of your options and important considerations when desinging designing an RPG.
Is there an issue? Send a MessageReason:
headings fix


!!Necessary Tropes

to:

!!Necessary !Necessary Tropes



!!Choices, Choices
!!!Choices or Options?

to:

!!Choices, !Choices, Choices
!!!Choices !!Choices or Options?



!!!Fantasy or Sci-Fi?

to:

!!!Fantasy !!Fantasy or Sci-Fi?



!!!Player Party or Single Character?

to:

!!!Player !!Player Party or Single Character?



!!!Technology

to:

!!!Technology!!Technology



!!!Linear or Non-linear?

to:

!!!Linear !!Linear or Non-linear?



!!!Levels, stats, and skills

to:

!!!Levels, !!Levels, stats, and skills



!!!Class-based or Open-skilled?

to:

!!!Class-based !!Class-based or Open-skilled?



!!!Alignments, Karma Meter, or...?

to:

!!!Alignments, !!Alignments, Karma Meter, or...?



!!!Crafting

to:

!!!Crafting!!Crafting



!!Pitfalls

to:

!!Pitfalls!Pitfalls



!!Potential Subversions

to:

!!Potential !Potential Subversions



!!Writer's Lounge
!!!World Building

to:

!!Writer's !Writer's Lounge
!!!World !!World Building



!!!Suggested Themes and Aesops

to:

!!!Suggested !!Suggested Themes and Aesops



!!!Potential Motifs

to:

!!!Potential !!Potential Motifs



!!!Suggested Plots

to:

!!!Suggested !!Suggested Plots



!!!Dialogue

to:

!!!Dialogue!!Dialogue



!!Departments
!!!Game Designer

to:

!!Departments
!!!Game
!Departments
!!Game
Designer



!!Set Designer / Location Scout

to:

!!Set !Set Designer / Location Scout



!!!Props Department

to:

!!!Props !!Props Department



!!!Costume Designer

to:

!!!Costume !!Costume Designer



!!!Casting Director

to:

!!!Casting !!Casting Director



!!!Sound Director

to:

!!!Sound !!Sound Director



!!!Stunt Department

to:

!!!Stunt !!Stunt Department



!!Extra Credit
!!!The Greats

to:

!!Extra !Extra Credit
!!!The !!The Greats



!!!The Epic Fails

to:

!!!The !!The Epic Fails
Is there an issue? Send a MessageReason:
wikiword fixing...


* Party-based [=RPGs=] tend to [[RPGsEqualsCombat focus largely on tactical combat]], because a party means character specialization and combat is the only middle ground that [[FighterThiefMage fighters, thieves, and mages]] have in common. There is little point in including a realistic stealth system (or even OptionalStealth), if the party thief is the only one who can do it while the rest must stay back, twiddling thumbs.

to:

* Party-based [=RPGs=] tend to [[RPGsEqualsCombat [[RPGsEqualCombat focus largely on tactical combat]], because a party means character specialization and combat is the only middle ground that [[FighterThiefMage [[FighterMageThief fighters, thieves, mages, and mages]] thieves]] have in common. There is little point in including a realistic stealth system (or even OptionalStealth), system, if the party thief is the only one who can do it while the rest must stay back, twiddling thumbs.



Another danger is a specific type of MultipleEndings, the LastSecondEndingChoice. While [[TropesAreNotBad not bad]], it is much more rewarding to players if several choices throughout the main quest determine its ultimate outcome or at least, limit your options in the end. For instance, instead of the player outright deciding who takes the kingdom's throne (the young heir apparent, the noble ReasonableAuthorityFigure, or the PlayerCharacter), make it an outcome of several factors, such as whether the player completed an arduous CollectorSudequest to find evidence of their royal descent, whether the prince or the duke are still alive in the end, whether the AllianceMeter with the prince's and the duke's respective factions is high enough, etc.

to:

Another danger is a specific type of MultipleEndings, the LastSecondEndingChoice. While [[TropesAreNotBad not bad]], it is much more rewarding to players if several choices throughout the main quest determine its ultimate outcome or at least, limit your options in the end. For instance, instead of the player outright deciding who takes the kingdom's throne (the young heir apparent, the noble ReasonableAuthorityFigure, or the PlayerCharacter), make it an outcome of several factors, such as whether the player completed an arduous CollectorSudequest CollectionSidequest to find evidence of their royal descent, whether the prince or the duke are still alive in the end, whether the AllianceMeter with the prince's and the duke's respective factions is high enough, etc.



Crafting is an essential mechanic in an RPG with EqupmentBasedProgression, though any form of it runs a high risk of being either completely useless or [[GameBreaker completely broken]].

to:

Crafting is an essential mechanic in an RPG with EqupmentBasedProgression, EquipmentBasedProgression, though any form of it runs a high risk of being either completely useless or [[GameBreaker completely broken]].



* InDefenseOfStoryTelling (on a more meta level)

to:

* InDefenseOfStoryTelling InDefenceOfStoryTelling (on a more meta level)



Unlike non-interactive media, which [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. Numerous and diverse side quests are one of the biggest appeals for RPG players, since they let the players delve into your ConstructedWold and find their own adventures. Diversity of side quests is achieved by varying their length and complexity. StrictlyFormula approach is OK, as long as you have multiple formulas and the player doesn't know which one you'll give them next, or whether you'll subvert it half-way. For instance, not all quests have to be started by talking to an NPC with a glowing exclamation mark blinking over their head; found documents and items, party members, even EnemyChatter can also tip off an attentive player. Likewise, not all side quests must end with the same quest giver handing you the promised reward; the quest giver [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must [[SidequestSidestory have a follow-up]]).

to:

Unlike non-interactive media, which [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. Numerous and diverse side quests are one of the biggest appeals for RPG players, since they let the players delve into your ConstructedWold ConstructedWorld and find their own adventures. Diversity of side quests is achieved by varying their length and complexity. StrictlyFormula approach is OK, as long as you have multiple formulas and the player doesn't know which one you'll give them next, or whether you'll subvert it half-way. For instance, not all quests have to be started by talking to an NPC with a glowing exclamation mark blinking over their head; found documents and items, party members, even EnemyChatter can also tip off an attentive player. Likewise, not all side quests must end with the same quest giver handing you the promised reward; the quest giver [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must [[SidequestSidestory have a follow-up]]).



* FetchQuest. This type is universally derided for being an IrrelevantSidequest for the sake of FakeLongetivity, and it indeed often is. On the other hand, a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[TropesAreNotBad don't ignore them]]. To spice up the routine, use the tips above or include "reverse-fetch quests" (player picks up a random item that says "Deliver me to X in the town").

to:

* FetchQuest. This type is universally derided for being an IrrelevantSidequest for the sake of FakeLongetivity, FakeLongevity, and it indeed often is. On the other hand, a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[TropesAreNotBad don't ignore them]]. To spice up the routine, use the tips above or include "reverse-fetch quests" (player picks up a random item that says "Deliver me to X in the town").



* CollectorSidequest. An average player grows bored after collecting the fourth or fifth MacGuffin, so if there are more items to collect, you should make this quest entirely optional. Also, the reward must be adequate for the amount of effort it takes to complete.
* CartographerSidequest. Greatly encourages exploration, especially in a continuous overworld. If you want to be nice to the player, hand out the rewards in small heaps, depending on the area explored since the last check-in, and the final reward, when 90% of the map is compiled.

to:

* CollectorSidequest.CollectionSidequest. An average player grows bored after collecting the fourth or fifth MacGuffin, so if there are more items to collect, you should make this quest entirely optional. Also, the reward must be adequate for the amount of effort it takes to complete.
* CartographerSidequest.CartographySidequest. Greatly encourages exploration, especially in a continuous overworld. If you want to be nice to the player, hand out the rewards in small heaps, depending on the area explored since the last check-in, and the final reward, when 90% of the map is compiled.



* PlotCoupons and MacGuffins. If you have a weight limitation on inventory, make sure these quest items don't weight anything and are removed from inventory upon completion of the quest.

to:

* PlotCoupons and MacGuffins.{{MacGuffin}}s. If you have a weight limitation on inventory, make sure these quest items don't weight anything and are removed from inventory upon completion of the quest.



As discussed earlier, most Western RPG protagonists (player characters) are [[FeatureslessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. Bonus points if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.

to:

As discussed earlier, most Western RPG protagonists (player characters) are [[FeatureslessProtagonist [[FeaturelessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. Bonus points if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.



If your party members are to have a more than passive personality, make them express it in dialogue, both with other [=NPCs=] and with the PlayerCharacter. If their personality is to be revealed gradually, add RelationshipValues that determine whether they trust the PC enough to talk about personal issues. Rewards for gaining their trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may force characters to [[YouLoseAtZeroTrustleave the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear).

to:

If your party members are to have a more than passive personality, make them express it in dialogue, both with other [=NPCs=] and with the PlayerCharacter. If their personality is to be revealed gradually, add RelationshipValues that determine whether they trust the PC enough to talk about personal issues. Rewards for gaining their trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may force characters to [[YouLoseAtZeroTrustleave [[YouLoseAtZeroTrust leave the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear).
Is there an issue? Send a MessageReason:
None

Added DiffLines:

The blanket term "WesternRPG" covers a wide variety of video games. There is no [[StrictlyFormula universal formula]] to these and no guide will ever help you write another ''PlanescapeTorment''. This article therefore aims instead to show you several possibilities of writing and designing a simple but working Western RPG, but to make an all-time masterpiece, prepare to experiment a lot on your own.

Be sure to read SoYouWantTo/WriteAnRPG for more general advice. Other guides, particularly SoYouWantTo/WriteAStory, SoYouWantTo/WriteAHeroicFantasy, SoYouWantTo/WriteAHighFantasy, and SoYouWantTo/WriteACyberPunkStory, may also be helpful, since this guide will focus less on giving you ideas for plots and characters and more on giving you a general overview of your options and important considerations when desinging an RPG.

!!Necessary Tropes
Going by the [[http://www.indie-rpgs.com/articles/1/ GNS theory]], an RPG needs five key components:

* '''Character'''. This is TheHero or heroes that the player controls in the game. In other words, you will need a PlayerCharacter or ten, and most [=RPGs=] offer a very large degree of CharacterCustomization to facilitate the eponymous ''role-playing''.
* '''Setting'''. You will need an environment for the player to explore, as the exploration is the backbone of all [=RPGs=]. Said environment can be defined as "a sandbox with a BackStory", so you can count on quite a bit of WorldBuilding.
* '''Situation'''. This covers the driving {{Conflict}} of the story, as well as all necessary related tropes, primarily the [[TheAntagonist Antagonistic Force]] and TheQuest to stop/defeat it.
* '''Color'''. The GameEngine, a technical backbone of your game's graphics (and sound). Protip: Unless you can get it really, really cheap with no strings attached, don't bother licensing a famous engine--better program one yourself or use a free developer kit.
* '''System'''. The GameSystem, a ruleset by which the gameplay is ordered: how skill checks are made, how damage is calculated in combat, etc. Check out our guide on how to SoYouWantTo/WriteATableTopRPG for ideas.

Finally, one more trope essential for exploration and thus to a free-roaming RPG experience is TakeYourTime. Even though it's unrealistic, the players must know that there is no time limit for main plot missions; otherwise, they will readily miss out on most of the non-essential content out of fear that the main quest becomes unwinnable. Soft time limits are okay, though: if certain side quests are only available until certain plot events but said events themselves can be postponed indefinitely, a lover of exploration would always clear the former before doing the latter.

!!Choices, Choices
!!!Choices or Options?
This is a very fundamental decision that emerges from your own gaming philosophy and permeates the entire game's writing and design: do you offer your players choices or do you give them options? The difference between the two is as follows:

* Choices occur when a player must select from among several alternative paths in the game, knowing that once they do, other paths will be barred to them. Choices tend to have far-reaching consequences and improve the ReplayValue. This style is better suited for story-driven [=RPGs=].
* Options are non-exclusive optional content, which can be experienced and explored without affecting other options to a significant extent. Options extend a single playthrough duration and work best in exploration-driven [[WideOpenSandbox free-roaming RPGs]].

To illustrate the difference, let's assume you make a fantasy RPG where the player can contract lycanthropy or vampirism. In a choices-driven game, the player would have a chance to turn their character into a werewolf, and if they refuse, into a vampire later on. If they refuse again, they will have to finish the game as a human. In an options-driven game, they will be able to turn into a werewolf or a vampire at any time after discovering this possibility. They may even be allowed to reverse their condition or become a vampire-werewolf hybrid in the same playthrough.

!!!Fantasy or Sci-Fi?
Since the exploration is the backbone of [=RPGs=], it pays to start with defining the setting first. Most [=RPGs=] out there belong to the genre of SpeculativeFiction, specifically its two most prominent subgenres: {{Fantasy}} and ScienceFiction. The differences between the two are many (see Analysis.SpeculativeFiction) but so are the similarities, and it's not without reason that the trope SciFiCounterpart exists.

One difference that may be important for WorldBuilding and plot writing is that in a fantasy, OlderIsBetter, while in sci-fi, it's usually the bleeding edge technology that trumps everything. Accordingly, while in a fantasy RPG, the hero might be searching for an [[MacGuffin ancient artifact]] to destroy an even older evil, a futuristic RPG may revolve around the hero building a space superweapon to repel the invading SufficientlyAdvancedAliens.

For the default templates of fantasy and science fiction settings, see StandardFantasySetting and StandardSciFiSetting, respectively. In the following sections, a generic HeroicFantasy setting will be assumed for the purpose of simplicity unless stated otherwise. Keeping the above in mind, it shouldn't be too difficult to translate the recommendations for fantasy [=RPGs=] into their sci-fi equivalents.

!!!Player Party or Single Character?
Will the players control a single PlayerCharacter or an entire PlayerParty?

* Single-character [=RPGs=] allow the player to delve much deeper into CharacterCustomization and, by design, offer more flexibility therein. It also facilitates a larger gameplay diversity, as the player can choose to play as a straightforward OneManArmy, take the [[StealthBasedGame stealthy approach]], or resolve most quests diplomatically, without worrying about other party members' skills going to waste.
* Party-based [=RPGs=] tend to [[RPGsEqualsCombat focus largely on tactical combat]], because a party means character specialization and combat is the only middle ground that [[FighterThiefMage fighters, thieves, and mages]] have in common. There is little point in including a realistic stealth system (or even OptionalStealth), if the party thief is the only one who can do it while the rest must stay back, twiddling thumbs.
* The middle ground between the single-character and party-based approaches is a single-character RPG with temporary recruited followers. While essentially single-character, the game allows the player to bring NPC assistants along on quests. The difference to party-based approach lies in the much smaller degree of control and customization of NPC followers by the player and in that the player does not have to rely on them to win.

Does the player create their characters from scratch or choose from among pre-defined characters?

* Created characters are by far the most common alternative in Western [=RPGs=] for the primary {{Player Character}}s (in fact, only [[VideoGame/TheWitcher one major RPG series]] in recent memory averts it). Entire player-created parties, however, while popular in the past, have gone largely out of favor in the past decade, probably because it takes more time than most players are ready to invest before the start of the actual game.
* Predefined [=NPCs=] are the most popular alternative for party members nowadays and an inevitable one for temporary followers. While the player does not create them, they can be customized after recruiting them, offering a nice trade-off between being able to start playing right away and still shape the game to your liking.

If you decide for a party-based (or follower-based) approach, consider also following points:

* Is there an ArbitraryHeadcountLimit and if so, how high is it? While originally introduced due to technical limitations of early computers, it still has its justification in the tactical aspect: combat must be challenging and it's easier to balance encounters if you know how many fighters the player is likely to field. The downsides include FridgeLogic of the LazyBackup and LeakedExperience (though both can be remedied) and players missing out on content (e.g. character arcs) specific to characters who are not included in the default standing party due for purely tactical reasons.
* If a character falls in battle, do they [[KilledOffForReal die for good]] or will they [[NonLethalKO get better once the encounter is cleared]]? Does the death/KO of the main PlayerCharacter mean [[WeCannotGoOnWithoutYou an immediate Game Over]]? If you use NonLethalKO like most modern games and want to execute a party member via PlotlineDeath, do make sure that said death is beyond whatever abuse the character faces in regular combat that merely makes them faint.
* How much control over party members/followers do you give to the player? This concerns both CharacterCustomization (can the players change their appearance, decide which equipment they use, which stats/skills they improve, etc.) and exploration/combat. Options for the latter ranges from [[ManualLeaderAIParty fully autarkic AI]], through SquadControls, scriptable AI (the player decides how individual [=NPCs=] must behave in general terms), to scriptable AI with optional micromanagement, and mandatory micromanagement of each character.

!!!Technology
VariousVideogameViews affect PlayerAndProtagonistIntegration, so it is important to consider their advantages and limitations and choose or develop the GameEngine accordingly. Some would tell you that IsometricProjection is the one and true view in classical Western [=RPGs=] but that is [[http://www.joystiq.com/2012/09/21/what-makes-a-classic-rpg-everything/ not the whole truth]]. The three most common views in modern role-playing video games are:

* [[FirstPersonShooter First Person]]. By seeing the world through the eyes of your character, you ''become'' that character, so most such games tend to star a HeroicMime or a FeaturelessProtagonist. Gameplay-wise, 1P view is optimal for aiming and shooting, while the melee combat is less spectacular. Tactical party control is often absent or limtied to SquadControls.
* IsometricProjection (or the similar ThreeQuartersView). This view lends itself best to party-based games, where battle tactics and party micromanagement are essential to success. Story-wise, seeing your character(s) from above indicates that you are experiencing ''their'' story or stories rather than making your own.
* [[ThirdPersonShooter Third Person]]. This can be seen as a middle-ground between first-person and isometric views. With less emphasis on tactical control, 3P puts you more immediately into the action, while still distinguishing between you and your character. One thing this view shows off best is the close-quarters combat in all its gory goodness.

Hybrid forms are also possible, such as switching between 1P for aiming and shooting and 3P for melee, or zooming in and out for a classic 3P view or an effectively isometric tactical perspective, respectively.

Once decided on the presentation method, you have following options:

* Program an engine yourself or take an existing open-source engine and adapt it to your needs.
* License an official GameEngine. As mentioned before, this is only an option if it doesn't eat up most of your budget.
* Use a GameMaker geared towards [=RPGs=], such as RPGMaker.
* Create a "total conversion" GameMod using the modding kit released by the developers of another RPG. Mod-friendly games include ''VideoGame/NeverwinterNights'' and some of ''VideoGame/TheElderScrolls'' titles.

!!!Linear or Non-linear?
When speaking about (non-)linearity, two aspects should be distinguished: linearity of plot and linearity of exploration (i.e. of level progression).

* The degree of plot linearity is observed in how much the main storyline branches depending on the player's decisions, whether MultipleEndings and/or MultipleGameOpenings are available, etc.
* The degree of exploration linearity is what the SlidingScaleOfLinearityVsOpenness is all about: on the one end, we have the WideOpenSandbox, on the other, NoSidepathsNoExplorationNoFreedom.

It is possible to tell a perfectly linear story set in an extremely open game world, but also a heavily branched storyline with multiple endings in a linear sequence of levels.

The Western RPG genre tends towards non-linearity in both aspects. However, non-linearity has its dangers: a WideOpenSandbox becomes a QuicksandBox if the players cannot find their bearings before the [[OpeningTheSandbox opening of the sandbox]]. Meanwhile, allegedly non-linear plots often end up with purely cosmetic branching (e.g. fighting essentially the same battles, only in different uniforms) because designing extra levels for the sake of a plot branch half the players won't even play through is deemed too costly at the production stage.

Another danger is a specific type of MultipleEndings, the LastSecondEndingChoice. While [[TropesAreNotBad not bad]], it is much more rewarding to players if several choices throughout the main quest determine its ultimate outcome or at least, limit your options in the end. For instance, instead of the player outright deciding who takes the kingdom's throne (the young heir apparent, the noble ReasonableAuthorityFigure, or the PlayerCharacter), make it an outcome of several factors, such as whether the player completed an arduous CollectorSudequest to find evidence of their royal descent, whether the prince or the duke are still alive in the end, whether the AllianceMeter with the prince's and the duke's respective factions is high enough, etc.

!!!Levels, stats, and skills
One of the defining traits of the RPG genre is that the player-controlled characters become increasingly more powerful as the game progresses. This is often but not necessarily represented by the CharacterLevel, which is a all-round handy tool, both for the ease of reference ("you should avoid that area until level 10+") and for the in-game DynamicDifficulty via LevelScaling. Character levels are usually gained by the following:

* Combat. The characters become stronger by overcoming enemies. This offers a significant potential for LevelGrinding (especially if the enemies are [[RandomEncounters randomly infinite]]), which is [[TropesAreNotBad not bad in itself]].
* Quests. The character gains levels for completing storyline missions and {{Side Quest}}s. It is implied that whatever hardships the character endured to complete their tasks made them stronger.
* Non-combat (often class-specific) activities. Characters not designed for combat may gain levels from other activities, such as a thief becoming better at thieving by picking locks and pockets and avoiding detection by guards.

As was mentioned, LevelGrinding in itself is not bad when voluntary, as it creates a sense of accomplishment and investment into the game. On the other hand, too much of it can lead to unbalancing the game and even SequenceBreaking, so you should consider implementing some AntiGrinding measures. And, of course, ForcedLevelGrinding is more often frowned upon than not, since it is boring and [[RuleOfFun any game must be first and foremost fun]]. The rule of thumb to tell a ForcedLevelGrinding is to ask: if I could, would I use a macro to do this?

While level progression is potentially infinite, many developers choose to put a {{Cap}} on it, if not to prevent the character from getting too powerful, then because there are simply no meaningful ways to improve a character past a certain point.

Speaking of specific improvements, while CharacterLevel alone offers a succinct scale to assess a character's power, it does not say much about what the character actually can or cannot do. A character built for combat has different abilities than one built for stealth. To further customize the power progression, practically all game systems include character statistics (attributes) and skill scores:

* Stats offer relatively small bonuses to a large spectrum of success checks. They often come in the form of TheSixStats.
* Skills offer large bonuses in a limited field of expertise, such as Fencing, Lock Picking, Persuasion, Acrobatics, etc.

In {{Tabletop RPG}}s, stats play a major role because they simplify calculations needed to make a success roll. For the same reason, they often remain static for the duration of the game. However, a computer is has more processing power than a GameMaster's calculator, so the importance of stats in role-playing video games have been diminishing over the years in favor of skills, which offer a much more flexible character evolution. The flip side of this flexibility, however, is the danger of messing up your build, so a SkillPointReset option will make a lot of players happy.

Acquiring new skills can be implemented in two ways:

* Skills are inherent to character/class. The character has a complete skill list or tree drawn out at the start of the game, and the player only has to meet the requirements and invest some points to learn a skill. This is the preferred method in modern games.
* Skills are learned from [=NPCs=]. The player must find a teacher in the game before they can spend points in that skill. This is the classic way of tabletop [=RPGs=], and still used in some modern video games, e.g. for learning magical spells.

Last but not least, one more trope deserves a mention: while rare in the Western RPG genre, the EquipmentBasedProgression is a viable alternative to CharacterLevel progression.

!!!Class-based or Open-skilled?
One of the aspects of role-playing is the role that a character plays in exploration and combat. Depending on that function, the character will develop in different directions: a warrior, for instance, has different strengths and abilities than a smuggler, but both are inferior to a wizard in mystical matters. To facilitate such functional specialization, many [=RPGs=] implement a CharacterClassSystem or ClassAndLevelSystem.

Classes are character templates that more or less rigidly define which skills the character can improve with each LevelUp. Very rigid class definitions, where certain skills and equipment are exclusive to certain classes, induce CripplingOverspecialization and enforce inter-class cooperation within the PlayerParty. More lax class restrictions, e.g. where only members of certain class gain bonuses from certain equipment and skills but others can still use them, enable more [[JackOfAllStats rounded builds]] and are thus better suited for single-character games.

A classic fantasy class template is the FighterMageThief plus the hybrid classes, e.g. MagicKnight (F+M) who may or may not double as a CombatMedic, {{Swashbuckler}} (F+T), and {{Ninja}} (M+T). For a futuristic game, refer to ModernDaySciFiRPGClassEquivalents instead. In terms of combat potential, [[LinearWarriorsQuadraticWizards magic-wielding classes tend to outpace the non-magical ones at high levels]] for various reasons; if desired, you can counteract that by giving your high-level thieves and fighters [[CharlesAtlasSuperpower clearly superhuman, albeit still non-magical abilities]], especially when it comes to {{Prestige Class}}es.

Of course, you don't have to include character classes in your game at all, especially if it is a single-character adventure. A PointBuildSystem that allows the player to invest gained skill points into any skill there is in the game offers maximum freedom and flexibility of CharacterCustomization but may overwhelm a new player, similarly to a QuicksandBox. Hybrid forms, where the choice of "class" merely results in the player starting the game with a number of points already invested into certain skills that make sense together, may alleviate the initial bewilderment.

!!!Alignments, Karma Meter, or...?
Similarly to how classes are an attempt to demarcate the role a character plays in exploration and combat, CharacterAlignment was an attempt by early tabletop [=RPGs=] (primarily, ''TabletopGame/DungeonsAndDragons'') to define their role in dialogue and other non-violent interactions with {{Non Player Character}}s, primarily {{Quest Giver}}s and party members or followers. Since ''VideoGame/UltimaIV'' and ''VideoGame/{{Fallout}}'', digital [=RPGs=] have gained a more dynamic tool of assessing a character's moral standing in form of the KarmaMeter.

If social interactions are important to your game, including an alignment system or a karma meter can increase the diversity of dialogue, as [=NPCs=] would probably react differently to the player character's presence depending on their reputation. If you use a karma meter, try to avoid NoPointsForNeutrality unless the plot itself requires the player to reach either end of morality scale. If it doesn't, then there is no real reason why players who prefer the middle path should be put at a gameplay disadvantage.

The evil path also tends to be done rather poorly in a majority of [=RPGs=]. Since traditional fantasy plots are rooted in the classic GoodVsEvil dichotomy, the writers assume most players to take the good path by default, and don't bother writing [[NoCanonForTheWicked separate plotlines for truly evil characters]]. Instead, the "evil" characters tend to behave [[ButNotTooEvil like the good ones, except they are rude and mean to everyone]]. If you find yourself hard-pressed to integrate a truly evil path into your game (which is by definition considerably different from the good one), then ask yourself: do I really need a morality aspect in it?

!!!Crafting
Just as it is possible to improve characters via gaining levels and increasing stats and skills, it is also possible to equip them with more powerful and deadly items. Showering the player with random {{Plunder}} and selling predefined gear at the in-game shops is standard fare in Western [=RPGs=], but some additionally let the player create their own equipment via ItemCrafting, which comes in three variations:

* Consumables creation. Consumables like {{Healing Potion}}s and {{Mana Potion}}s are usually available in quantity from loot and shops but [[ThatOneBoss occasionally]], that is just not enough and item crafting is the solution.
* Equipment modification. Applying various modifications and upgrades to improve the properties of an item acquired from loot or trade effectively creates a new item. These modifications can be either permanent (e.g. enchantment) or reversible (SocketedEquipment).
* Equipment creation. The ultimate item crafting, wherein pieces of equipment are [[DesignItYourselfEquipment created from scratch by the player]] out of looted or purchased raw materials.

Crafting is an essential mechanic in an RPG with EqupmentBasedProgression, though any form of it runs a high risk of being either completely useless or [[GameBreaker completely broken]].

!!Pitfalls
* Don't overthink your combat system! Sure, it's possible to design one that simulates Renaissance rapier fencing in minuscule detail, but will it still be [[RuleOfFun fun to play]]?
* Try to strike a balance between giving the player enough influence over their characters' performance in-game and avoiding too many modifiers based on character's stats, skills and equipment. RaisingSim or SimulationGame are a different genre.
* No unskippable cutscenes! Make all cutscenes skippable, and if you consider one absolutely essential, warn the players but let them skip it anyway.

!!Potential Subversions
SoYouWantTo.WriteAnRPG offers a good number of ideas.

!!Writer's Lounge
!!!World Building
Following aspects of your setting must be defined on paper before you start designing the actual game:

* Geography. A FantasyWorldMap is always a great idea, as long as it is not a PatchworkMap.
* Ethnology. Which sentient species inhabit the setting? The classic {{Tolkien}}esque FiveRaces? Is FantasticRacism a large factor? Does one of the species (humans, [[ScrewYouElves elves]]) dominate some or all others?
* History. The BackStory for the entire setting, a fodder for {{Cryptic Background Reference}}s galore. Was there a [[CataclysmBackstory catastrophic past event that still affects the world]]? A GreatOffscreenWar? What about smaller wars?
* Politics. Which countries exist in your setting? Does each race have its own domain or do most countries have a mixed population? Is one or more countries a FantasyCounterpartCulture of a historical or contemporary prototype? Do they [[CommonTongue speak different languages]] or [[GlobalCurrency have a different currency]]?
* Magic. How does FunctionalMagic (or MagicByAnyOtherName in sci-fi) work? How commonplace is it in the setting? What is the popular attitude to it? Do mages face any form of FantasticRacism?

You can also include an EncyclopediaExposita in the game, whose entries reveal trivia about your world as the player explores it. You may even reward diligent explorers with extra ExperiencePoints for each entry they discover.

!!!Suggested Themes and Aesops
The themes and aesops depend mainly on the genre of the story you are telling and the conflict/dilemma you are exploring in it. Since Western [=RPGs=] can tell pretty much any kind of story, they can teach pretty much any moral lesson. Stock themes in the genre include:

* GoodVsEvil in general
* [[ThePowerOfFriendship Everything is possible by working together]]
* [[HeroicSacrifice Personal sacrifice for the sake of others]]
* [[WithGreatPowerComesGreatInsanity Power corrupts everyone]]
* [[RedemptionQuest Redemption is possible]] but [[RedemptionFailure hard to achieve]]
* BeYourself and accept reality, however tragic it may be
* Being TheChosenOne sucks but [[KnightInSourArmor there is no way out of it]]
* InDefenseOfStoryTelling (on a more meta level)

...and many more. Just refer to stock aesops of the particular story genre you are writing in.

!!!Potential Motifs
ArcWords, {{Driving Question}}s, and {{Arc Symbol}}s of any kind. Refer to ''PlanescapeTorment'' for classical examples of both ("What can change the nature of a man?" and the Symbol of Torment).

Additionally, the soundtrack provides ample opportunity for motifs, be it for certain events (MoodMotif), locales (RegionalMotif), or characters ({{Leitmotif}}).

!!!Suggested Plots
A classic main quest goal in many, many [=RPGs=] is to save something--but what exactly depends on the genre. In HighFantasy, it's usually about saving the entire world; similarly, it's saving the galaxy in SpaceOpera. In HeroicFantasy, the player must usually save a kingdom or a city. In [[LowFantasy Low]] and DarkFantasy, it's essentially the same, except the kingdom/city is [[KnightInSourArmor probably not worth saving in the first place]]. CyberPunk is comparable to DarkFantasy in this aspect.

The generic structure of TheQuest is as follows:

# TutorialLevel, usually taking place in the DoomedHometown
# OpeningTheSandbox
# {{Sidequest}}ing (for ideas, refer to VideoGameObjectives)
# PlotTunnel, culminating with DiscOneFinalBoss
# More sidequesting
# Another plot tunnel, culminating in TheReveal
# Wrapping up remaining side quests
# PointOfNoReturn
# FinalBattle

Protip: Making the tutorial skippable without loss of XP or valuable loot will increase the ReplayValue of your game.

Unlike non-interactive media, which [[TheLawOfConservationOfDetail shun any detours from the central story]], Western [=RPGs=] [[NarrativeFiligree revel in them]]. Numerous and diverse side quests are one of the biggest appeals for RPG players, since they let the players delve into your ConstructedWold and find their own adventures. Diversity of side quests is achieved by varying their length and complexity. StrictlyFormula approach is OK, as long as you have multiple formulas and the player doesn't know which one you'll give them next, or whether you'll subvert it half-way. For instance, not all quests have to be started by talking to an NPC with a glowing exclamation mark blinking over their head; found documents and items, party members, even EnemyChatter can also tip off an attentive player. Likewise, not all side quests must end with the same quest giver handing you the promised reward; the quest giver [[TreacherousQuestGiver turning on you]] or biting the dust before you can return is a nice shift of gears from the routine (in both cases, of course, the quest must [[SidequestSidestory have a follow-up]]).

Tips on writing some specific types of side quests:

* FetchQuest. This type is universally derided for being an IrrelevantSidequest for the sake of FakeLongetivity, and it indeed often is. On the other hand, a handful of straightforward fetch quests are OK to make a quick buck between larger missions, so [[TropesAreNotBad don't ignore them]]. To spice up the routine, use the tips above or include "reverse-fetch quests" (player picks up a random item that says "Deliver me to X in the town").
* EscortMission. The bane of all video games, it is actually quite easy to make bearable even without GameplayAllyImmortality. Weak escorted should hide and avoid enemy attention (you can even hard-wire enemies against attacking them), while strong fighters can join the player in battle, or better yet, launch weak (to avoid generating threat) ranged attacks from afar. If you have LevelScaling for enemies, make absolutely sure to apply the same scaling to allies/escorted.
* CollectorSidequest. An average player grows bored after collecting the fourth or fifth MacGuffin, so if there are more items to collect, you should make this quest entirely optional. Also, the reward must be adequate for the amount of effort it takes to complete.
* CartographerSidequest. Greatly encourages exploration, especially in a continuous overworld. If you want to be nice to the player, hand out the rewards in small heaps, depending on the area explored since the last check-in, and the final reward, when 90% of the map is compiled.
* RomanceSidequest. Helps to get the player emotionally invested in the characters and the game and also, to draw in [[EstrogenBrigade the female audiences]]. For writing tips, see SoYouWantTo/WriteALoveStory. Rewards for this quest may be LevelUpAtIntimacy5, though do try to avert MoreFriendsMoreBenefits if you care about the story more than gameplay.
* TimedMission. Don't have side quests [[LostForever "expire"]] after a certain time or certain main story events unless the story itself demands it (e.g. unfinished assignments in the DoomedHometown shall obviously remain so forever) and it is made clear to the players before they trigger said events.
* GladiatorSubquest. These tend to be biased towards certain classes: if a player's main character specializes in support magic and they cannot delegate the fighting duty to another party member, the side quest will prove nothing but headache. This is, of course, less of an issue in single-character games.
* SidequestSidestory. Not a single quest but a chain of related side quests that shows the player that their actions have consequences and helps bring the game world alive.

It might seem obvious, but to help the player keep track of all the side quests, do include a journal that updates their status in real time so that it is immediately obvious what to do next. Players who like to take breaks between game sessions will be eternally thankful for that.

!!!Dialogue
Before writing any dialogue for your game, consider following technical questions, since they will influence your writing process:

* Will you have {{Dialogue Tree}}s or [[RainbowSpeak keywords]]-based conversations? Dialogue trees convey the feeling of a personal conversation better, while keywords offer a lot more freedom in discussion topics.
* How do high stat/skill/reputation scores affect the dialogue trees/available keywords? Are there additional hidden options (persuasion, intimidation, haggling, seduction, etc.)?
* Do persuasion attempts succeed automatically if the character can use them, or do they appear in the dialogue trees by default but provoke noncommittal reactions unless a hidden skill check is passed? Protip: Don't randomize dialogue skill checks.

!!Departments
!!!Game Designer
At the most basic level, the RPG gameplay consists of four components: exploration, combat, dialogue, and stealth. Dialogue has already been discussed above, so let's concentrate on the other three.

Exploration is the most basic of all gameplay and concerns primarily how the player characters navigate through levels and which in-game tools help them find the way. A lot of the following questions will be answered by the limitations of your engine:

* Is there a FogOfWar and if so, can the player reduce it with in-game means?
* Is there an InUniverseGameClock and how does it affect the gameplay?
* How detailed is the LevelMapDisplay? What is marked on it except the general terrain (shops, points of interest)? Is there a fog of war here, too?
* Is there a smaller minimap? Does it double as an EnemyDetectingRadar?
* If enemies, treasures, and quest targets are displayed on the level map/minimap, does the fog of war occlude them?
* Is there a WarpWhistle to quickly travel between remote locations? Unless your engine allows for SceneryPorn, it's always a good idea to add it but even if it does, add it anyway.

Combat is often [[RPGsEqualCombat considered the backbone of all RPGs]] and while not completely accurate, combat system is a very important element of the game. Since party-based games are inherently more geared towards combat, some of the following questions may be irrelevant to single-character games:

* Is combat [[TurnBasedTactics Turn-Based]] or [[RealTimeStrategy Real-Time]]? Or is it a hybrid form: RealTimeWithPause, [[Franchise/FinalFantasy Active Time Battle]], etc.? Turn-based combat works best in games that aim to challenge the player with complex calculations, while real-time is an action-oriented approach focusing on quick reaction and decision-making.
* When a character attacks an enemy (or vice versa), how is it determined whether the attack hits? How do the respective weapons and armor, level difference, the attacker's skills and stats, and the target's evasion skills factor into this?
* If it hits, how much damage does it inflict? How much of it is mitigated by the armor? Does armor break? Does the [[BreakableWeapons weapon wear down]]? On the second thought, do not add breakable equipment--the realism is [[RuleOfFun not worth the permanent annoyance]].
* Are there [[CriticalHit critical hits/misses]]? How are they calculated? What happens when one happens?
* Can a character only equip one weapon at a time, or can they switch between multiple weapons in combat? Can a character wield a [[DualWielding weapon in each hand]], and if so, which restrictions apply (limited weapon choice, stat/skill requirements, accuracy/damage penalties)?
* Do the same rules apply to unarmed combat as to the armed one? Is unarmed combat lethal? If you have unarmed combat as a major feature, provide at least one class/character build specializing in it but ''don't'' make a NoGearLevel mandatory for every character.
* How does the [[ElementalPowers elemental damage]] work? Which types of elemental damage/resistance are there? Does generic magical resistance mitigate it?
* Which buffs are available? Speed, damage, damage protection, etc.? Note that SuperSpeed in particular tends to be a GameBreaker.
* How do the enemies and AI followers decide whom to attack next and how? Is friendly AI customizable by the player? Do allied [=NPCs=] generate [[http://www.joystiq.com/2012/09/12/tanks-threat-and-aggro-oh-my/ threat that makes them priority targets]], and if so, how is it calculated? Which in-game means does the player have to manipulate threat?

As an antithesis to combat, stealth often becomes [[UselessUsefulStealth utterly useless]] in party- and combat-oriented games. In single-character games, on the other hand, stealth is often a better (and more fun) alternative to direct confrontation.

* Is there a "stealth mode" or do characters automatically become invisible and inaudible under certain conditions? In most western [=RPGs=], toggling the "stealth mode" is usually preferred, even if it's just [[CrouchAndProne crouching down]].
* How is success at entering the stealth mode calculated? Does it have to be recalculated later on in regular intervals or whenever a new enemy comes into view? How does the level difference, armor weight, and skill scores factor into this? Which actions immediately end the stealth mode?
* Does the environment contribute to/impose penalty on stealth checks? Do shadows, greenery, and large crowds?
* Stealth kills or automatic critical hits? Does attacking break the stealth mode? Are there special "stealth weapons" that don't alert the enemies?
* How does picking locks work? Do you need picks? Are they one-use only? How is success calculated, based on the picker's skill, quality of the lock and the pick? How do the [=NPCs=] react if they witness you? How do the lawfully aligned party members?
* How does pickpocketing work? How is success calculated? Do you need to be in stealth mode to use it? Does the victim notice if you fail and if so, how do they react: fight you, call the guards, or just curse you? How do other [=NPCs=] react if they spot you (including party members)?

!!Set Designer / Location Scout
On the most basic level, all RPG levels can be categorized into towns and dungeons. Towns are self-contained levels (except the CapitalCity, which may span several levels) whose defining traits are safety from harm and shops (and the player is usually forbidden to attack anyone). Dungeons, contrary to the term, don't have to be underground: any location with enemies and traps in it is one, regardless whether it's underground, indoors, or outdoors. In the recent [=RPGs=], the boundary between the two types has been progressively erased, with things like DungeonTown and DungeonShop becoming more and more common.

It's up to you how continuous or disjointed these levels are. Two most common setups are:

* Completely continuous world (never mind DynamicLoading) is a perfect WideOpenSandbox where one "level" flows seamlessly into the other (e.g. town to outdoor dungeon to indoor dungeon). In effect, the entire game is set in one enormous DungeonTown.
* Discrete levels are connected via a HubLevel or some sort of "overworld level", be it a navigable WorldMap or a PointAndClickMap. This is where the FantasyWorldMap you have drawn durin WorldBuilding comes in handy. Battles take place within the levels themselves.

The variation where [[FightWoosh battles are fought on a separate screen]] is firmly associated with {{Eastern RPG}}s but technically, there is nothing preventing you from including them in your game, as well.

!!!Props Department
{{Plunder}} a.k.a. loot is an essential part of most Western [=RPGs=], so make sure to include plenty of it to reward the player for exploration and winning battles. Consider following:

* Where do items come from: treasure chests, enemies, quest rewards, shops, all of it? What kinds of enemies drop loot: any enemy, just higher-tier ones, or only bosses?
* Do certain enemies always drop certain items or are there RandomDrops? Or a hybrid where regular ("junk") loot is random but unique items are set? Are {{Money Spider}}s and {{Impossible Item Drop}}s possible?
* Are drops subject to LevelScaling? If so, make sure that [[NominalImportance unique named items]] are worth the effort of getting them, in other words, that they will not be outpaced by random level-scaled "junk" loot after the next LevelUp.
* Are there stat/skill requirements for using certain items?
* Are the items available from the in-game shops worth spending cash on or is the loot in the dungeons always superior? You can also draw a line here and say that weapons and armor found in dungeons are always better, but the shops have the best accessories (rings, amulets).
* Speaking of shops, what is the GlobalCurrency in your game? The default is UsefulNotes/{{gold}} in fantasy and generic "credits" in sci-fi. While slightly unrealistic, this genre convention is time-tested and intuitive to most players, so don't reinvent the wheel.
* Is there a limit on how much loot the character(s) can carry? Is it an InventoryManagementPuzzle? Or is there a BagOfSharing to distribute items between characters?

On a side note, [[http://www.gamasutra.com/blogs/JoshuaMcDonald/20120209/9402/What_the_current_RPG_can_learn_from_Diablo_1.php modern RPGs can learn a lot from the original]] ''VideoGame/{{Diablo}}'' in terms of loot. One specific danger, previously touched on in the Pitfalls section, is the overabundance of various special properties on items. Ideally, players should be able to tell at a glance whether the unique weapon they just found are better than what they've been using. The easiest solution is to reduce weapon stats to a single DPS score, but that would leave the player no freedom of choice, so a trade-off between the two extremes must be found.

An alternative source of gear is ItemCrafting, which was already discussed above.

Items in [=RPGs=] generally fall under following categories:

* [[WeaponOfChoice Weapons]]. See below for more info.
* Armor. See the Costume Designer section for more info.
* Shields. Mostly found in fantasy, always straddling the line between weapons and armor.
* Accessories. Rings, amulets, cloaks, etc. Items that give the characters passive permanent bonuses without any other usage.
* StandardRPGItems. These are mostly potions of various effects and other consumables.
* VendorTrash. Generic items that are only good for selling in shops for extra cash (e.g. non-functional gems).
* PlotCoupons and MacGuffins. If you have a weight limitation on inventory, make sure these quest items don't weight anything and are removed from inventory upon completion of the quest.

Depending on how magic works in your setting, magical spells may be either inherent skills to be learned or "items" to be looted or purchased (e.g. in the form of scrolls). See also StockRPGSpells.

Coming back to weapons, there is a lot of variation between fantasy and science fiction [=RPGs=] in this department (see also VideoGameWeaponStats):

* Fantasy [=RPGs=] place a heavy emphasis on melee weapons, while magic handles ranged combat more efficiently.
** Each melee weapon type usually has its own application in combat:
*** Swords and daggers have the best CriticalHit chance
*** Maces and war hammers work best against armored enemies
*** Axes make the most raw damage
** Ranged weaponry is usually presented in two variations:
*** Bows are quick and lighter hitting
*** Crossbows are slow and hard hitting (this is an oversimplification but it works for the gameplay purpose)
** Firearms are usually a taboo in fantasy settings for various reasons (see Analysis.FantasyGunControl).
* Science fiction [=RPGs=], on the other hand, rely almost exclusively on long-ranged weaponry:
** EmergencyWeapon with exclusive short-ranged capabilities
** Accurate but weak pistol with a tendency to turn into SniperPistol
** ShortRangeShotgun for close encounters
** Rapid-fire, low-accuracy assault rifle for MoreDakka
** Long-range, high-accuracy, very slow SniperRifle
** {{BFG}} for when you absolutely have to kill everyone in the room

One last note on the PetPeeveTrope of so many RPG players: SoLongAndThanksForAllTheGear. [=RPGs=] are very much gatherer instinct-driven, so there is nothing more frustrating than an AI follower leaving for plot reasons with all the rare items you gave him. In best case, it means reloading the last save; in the worst, the items are LostForever. So please, whenever characters leave the party, make sure that all the items that are not restricted to them are returned to the player (even if that doesn't make sense in-story). Also, inform the players of this in advance, so they don't freak out.

!!!Costume Designer
When creating their RPG characters, most players customize them as much as possible in order to better identify with them. After starting the game, this customization continues via decisions like what gear and weapons their character uses. For this reason, seeing a VirtualPaperDoll in badass armor on the inventory screen brings many players a sense of satisfaction; for the same reasons, you would want to avert InformedEquipment as far as your engine allows it.

OneSizeFitsAll is the one trope that you will just have to live with for the sake of simplicity of inventory handling. A similarly annoying issue is RainbowPimpGear, which crops up when you have many types of wearable equipment that drops randomly. To counteract it, either draw all armor in the same style (which is boring) or reduce the number of gear item types to a bare minimum (helm, body armor, greaves, and gloves) and give a FullSetBonus for wearing gear of the same material/design.

Speaking of materials, armor in fantasy settings tends to follow the same conventions, described in better detail under ElementalCrafting:

* Non-armor (robes) is for the SquishyWizard. For the purpose of gameplay balance, magic-wielding classes cannot be allowed to have good physical protection, so you should either restrict arcane classes to robes, or impose heavy penalties on spellcasting in armor.
* Light armor (usually leather) is for the FragileSpeedster. This is usually the best choice for a stealthy rogue, who remains reasonably well-protected without incurring penalties on stealth checks.
* Medium armor (ring mail) offers maximum protection when the character cannot afford wearing Heavy, e.g. for a combat-oriented rogue or a DPS warrior who relies on fast attacks.
* Heavy armor (plate mail) is for the MightyGlacier, the classical PartyTank armor.

In science fiction, the principle choice is usually more limited, ranging from the basic BulletProofVest to the high tech DeflectorShields.

Gameplay-wise, there are three ways how armor can protect the wearer from harm:

* Moderating damage. The armor negates a portion of inflicted damage, either a certain percentage of it or the first N points. This is by far the most common type in video games.
* [[MultipleLifeBars Negating damage]]. The damage points are inflicted upon the armor until it breaks, exposing the wearer's hit points to full damage thereafter. This is mostly used in the RegeneratingShieldStaticHealth setup (and the classic [[TabletopGame/DungeonsAndDragons Stoneskin spell]]).
* Evasion rating. The armor improves the character's chances of not getting hit (i.e. suffering damage). This approach comes from ''TabletopGame/DungeonsAndDragons'' and has attracted a lot of flak. Most modern [=RPGs=] reverse it instead: the less heavy armor you wear, the better your chances to evade incoming attacks (if you have the dexterity stat to back it up).

!!!Casting Director
As discussed earlier, most Western RPG protagonists (player characters) are [[FeatureslessProtagonist blank slates]] with tons of CharacterCustomization piled upon them, and very few games feature a predefined protagonist (in stark contrast to the EasternRPG genre). Since their characterization throughout the game is completely up to the player, their past is usually kept utterly generic. Too many games have featured an AmnesiacHero to justify the blank slate part, so try to avert it unless you can put an [[PlayingWithATrope interesting spin on it]]. Instead of amnesia or a generic past, give the protagonist a moderately heroic BackStory that justifies their adventurous tendencies, or better yet, write several ([[RuleOfThree three]] or more) different character origins for the player to select from at character creation in accordance to their race, class, alignment, etc. Bonus points if you reference the chosen origin later in the game, offer exclusive side quests, or even make the origin stories playable as MultipleGameOpenings.

In a party-based RPG, the party members are a major appeal. When designing the party, two aspects should be considered: [[CharactersAsDevice tactical gameplay]] and {{characterization|Tropes}}. On one hand, the party members are characters in a story with their own flaws and CharacterDevelopment; on the other, they are [[WarGaming painted miniatures on the map]] meant to kill other painted miniatures. Therefore, the potential party selection should offer both a sufficient variety of classes to put together an optimal supporting team for the PlayerCharacter, and simultaneously be a [[RagtagBunchOfMisfits interesting bunch to travel with]]. Which aspect is more important in your game is entirely up to you, though there is a general correlation here with whether the game is combat-oriented or story-driven.

Since the player ultimately controls their party in a WesternRPG, most of the party members are going to be {{optional|PartyMember}}. Some story-relevant [=NPCs=], however, will be {{Required Party Member}}s and it is a good idea to mix them up class-wise so that the minimal "required party" represents every class. Try to include add one recruitable party member for each class/specialization/alignment combination there is in the game (e.g. good warrior tank, evil warrior archer, good rogue scout, etc.) and let the players decide which ones they want in their party. If that makes for too many combinations due to the complexity of your GameSystem, reduce the combo to class/alignment and let the players [[SkillPointReset re-spec]] their preferred party to their liking. If you add MutuallyExclusivePartyMembers and want to be nice to the player, make them identical gameplay-wise.

The characterization of the party members can be derived from their function: for instance, the good warrior tank is probably a KnightInShiningArmor of some sort; the evil warrior archer may be a ColdSniper with DarkAndTroubledPast; the good scout is a LovableRogue, etc. Party members are also a perfect [[MrExposition source of exposition]] for whatever part of the setting they come from, as they give the player a face to associate country names and historical events with. Bonus points if the party represents the entire geographic and social scope of your setting. For a finishing touch, make it that EveryoneHasASpecialMove that reflects their personality and background.

If your party members are to have a more than passive personality, make them express it in dialogue, both with other [=NPCs=] and with the PlayerCharacter. If their personality is to be revealed gradually, add RelationshipValues that determine whether they trust the PC enough to talk about personal issues. Rewards for gaining their trust can range from [[LevelUpAtIntimacy5 simple bonuses]] to character-exclusive side quests (including a RomanceSidequest). Losing trust may force characters to [[YouLoseAtZeroTrustleave the party]] (in which case, remember to avert SoLongAndThanksForAllTheGear).

In single-character games with temporary followers, the considerations for the latter are pretty much the same, except that you don't have to pay as much attention to their characterization.

On the other side, we have the computer-controlled enemies. These come in a wide variety (see StockMonsters) and provide CannonFodder for countless battles. Conceptually, the enemies can be divided into three categories:

* {{Mooks}} are the lowest-rung enemies who die in scores and are only dangerous when they ZergRush the player character. In games with LevelScaling, they are permanently a few levels below the latter.
* EliteMooks are the souped-up (to about the same level as the player character) and often [[NominalImportance named]] versions of regular mooks, who pose a moderate threat on their own and may have special moves and other nasty surprises at their disposal.
* {{Boss|Battle}}es are the rare unique enemies designed to pose a serious challenge to the player. They are usually encountered at the end of a dungeon or a quest, possess numerous special moves, and are far beyond the player characters's current level.

When designing your enemies, try to introduce enough variety without resorting to the UndergroundMonkey trick. That includes both geographic variety and power level variety: the player shouldn't have to fight [[RatStomp Normal Rats]] in the DoomedHometown, [[PaletteSwap Desert Rats]] in the ThirstyDesert, and [[NumericalHard Rats +20]] in TheVeryDefinitelyFinalDungeon. The player should fight an enemy ''type'', not an enemy ''level'', so instead add poisonous scorpions as regular mooks in the desert level, and rabid mutant rats who move unpredictably and inflict nasty status effects with a bite in the final dungeon.

One last thing about the actual ''casting'': Voice acting [[http://www.joystiq.com/2012/07/06/voice-acting-in-rpgs-may-be-more-trouble-than-its-worth/ carries inherent risks to any game but especially to an RPG]]. The primary issue is that it hinders the writing and editing process, since every new line has to be recorded, re-recorded, encoded, and lip-synced, as opposed to just replacing a text file. Therefore, unless you have access to a large and efficient voice recording infrastructure (which you probably don't unless you work for Creator/BioWare), you are better off without fully-voiced dialogues. That is not to say, of course, that you cannot have the essential moments of the main quest voiced; just don't extend it to every last side quest, as well.

!!!Sound Director
Sounds in [=RPGs=] come in three categories:

* Spoken dialogue. See above.
* Music. Nothing [[MoodMotif sets the mood like a good music piece]]. If you have resources to spare, hire a good composer to make background music for you. For bonus points, you can probably make an extra buck selling the OST.
* Sound effects. Just the regular stock sounds of swords clashing, guns firing, people grunting, and screaming in pain. Do try to avoid it unintentionally sounding like OrgasmicCombat, however.

As mentioned earlier, music can provide a wide range of motifs:

* The [[ThemeTune main theme]] of the game that must play either in the main menu ''or'' in the ending credits. Plus variations that play at the key points of the plot, e.g. the [[SimpleScoreOfSadness slow, sad version]] during the Escape-from-DoomedHometown section, the extra epic version during the FinalBattle, etc.
* Character themes associated with individual party members and other important [=NPCs=] that [[{{Leitmotif}} play whenever they come into the spotlight]].
* Battle themes (can be variations of the same theme) that play during regular battles. Duh.

!!!Stunt Department
Refer to Analysis.VideoGameAchievements for common achievement/trophy templates. Most of them can be used in an RPG.

!!Extra Credit
!!!The Greats
%% This section is not a list of top 10 Western RPGs of all time. This list should provide examples of the genre that stand out as particularly true to the genre traditions and canons, and each example should contain an explanation which aspects of that particular game are worth emulating or drawing inspiration from.

* ''VideoGame/DragonAgeOrigins'' is a love song to the history of Western RPG in modern graphics and very little innovation, and can therefore be referenced in most aspects.
* ''VideoGame/PathOfExile'' is an ActionRPG but the lines along which its character and combat system is designed can be held as reference for any RPG.

!!!The Epic Fails
----

Top