Difference between revisions of "Tactical RPG"
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== Overview == | == Overview == | ||
− | + | TRPG's function rather similarly to most RPG's in design and mechanic-- typically, your 'party' consists of a main character-- these characters gain experience and grow stronger via engaging in battle. Typically these characters can be customized down to specific weapons or armor (and sometimes accessories, like bangles, necklaces, or cowls) and as the player progresses through the game, they acquire stronger 'loot' or 'gear' for their characters, in essence, making them stronger. Strategic elements come into play here as well in the customization phase, as some pieces of equipment might be weaker in terms of 'stats' (the amount by which they increment the character's base variables, like strength, dexterity, and so on) but might functionally be stronger in other ways-- for instance, a hood might be weaker in terms of what it offers for defense, but it might protect against status abnormalities like poison, which gradually damage the character over time. |
Revision as of 10:27, 7 April 2014
A Tactical RPG (or Tactical Role-Playing Game, for short-- sometimes abbreviated as TRPG) encompasses a genre of video games that emphasizes RPG elements (customization, character growth, etc) but is mechanically structured around 'tactical' game decisions, forcing the player to think and play strategically. These games, while they might require a great deal of strategy, are not typically associated with the strategy genre.
Overview
TRPG's function rather similarly to most RPG's in design and mechanic-- typically, your 'party' consists of a main character-- these characters gain experience and grow stronger via engaging in battle. Typically these characters can be customized down to specific weapons or armor (and sometimes accessories, like bangles, necklaces, or cowls) and as the player progresses through the game, they acquire stronger 'loot' or 'gear' for their characters, in essence, making them stronger. Strategic elements come into play here as well in the customization phase, as some pieces of equipment might be weaker in terms of 'stats' (the amount by which they increment the character's base variables, like strength, dexterity, and so on) but might functionally be stronger in other ways-- for instance, a hood might be weaker in terms of what it offers for defense, but it might protect against status abnormalities like poison, which gradually damage the character over time.