Then again, it does have enough stuff to put it in line with numerous other games that call themselves RPGs
1. Character stats, skills and progression
All characters (not only the key character, but the sidekicks and hires as well) have stats and skills that are raised through character progression and traits that stick to the character. Character progression will be covered later on.
2. Rpg-ish inventory
Each character has an inventory, with slots for weapons, usable equipments and artifacts/talismans. Items can be bought and sold, used in combat, and weapons can be upgraded.
3. Story driven scenarios
Hard West is not about building your own character, neither does it put you in shoes of a transparent everyman. Each scenario puts you in the boots of a different and distinct character, and that's the role you get to play. All scenarios are firmly based on their story. That doesn't mean they'll be full of cutscenes and seas of dialogue, but there's little characters, places and choices not related to the story.
4. Dialogs
There are two kinds of dialogs.
First kind is the non-interactive. These dialogs are played out during tactical encounters. These are strictly story related dialogs, serve as the medium to push the story onwards.
Second kind is the interactive. These dialogs take place in the world map only, always per player initiative, and every choice impacts the gameplay and player progression somehow. We will not, however, focus on that, and write a 10-part novel inside the game.
There are a few more bits and pieces, but that's the bulk of it. We'll cover the interactive dialogs extensively later on.
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