I played a game once that was an RPG built using a Visual Novel engine. You would read the dialogue, often so much that it would be like reading a chapter from a book (which was sort of the point), and eventually see a map screen. There were no shops or anything, so you didn't ever have a reason to return to previously-visited towns unless the plot required you to. However, the option was *technically* there. The only battles in the game were all pre-scripted encounters, so there was absolutely no way to level grind. You *technically* earned EXP, but only as an excuse to gradually give you new skills and thus more options in battle. As a result, even though all of the mechanics to an RPG were techically there, each battle felt more like a puzzle since you had to learn which skills in the correct sequence would beat the enemy. Your level was always going to be the exact same, and since the damage numbers and HP amounts grew at roughly the same rate, your ratio of damage per attack was always the same. The stats and growth were basically an illusion that did nothing overall to the experience, but the illusion of growth helped to keep the gamer aspect of the player's mind happy. You know what I mean?
But yeah, the "puzzle" aspect of the game (along with the superb writing when you weren't in battle) kept things fun. In battles, you had a very limited supply of MP that replenished by 1 point every turn. You would have to consider which summon's effect would help you the most (Prevent most capture-type attacks, massive damage reduction, massive speed increase, massive attack boost). Each summon took a large amount of MP to use, so you often wouldn't be able to use more than one or two at a time until endgame battles. Even then, you would need to carefully consider which one would be most important for that particular encounter. Enemies could grab you (hence the "Capture-type" attacks) and you had to figure out if it was better in that particular situation to try and struggle loose before it used a super-powerful attack, or if you needed to quickly attack it with your weapon to try and get it to let you go. You had healing abilities, but using one would mean that you weren't countering the enemy's attacks and their special effects or sheer damage would negate whatever advantage the healing would provide, except under specific circumstances. (for example, freezing a water or slime enemy so they had to spend a turn thawing out and couldn't attack you or grab you while you were healing)