Sorry to be so wordy when the point of my post is "don't be too wordy".
I'm all for Learn by Doing and learning when something becomes relevant. Don't tell them the crafting system in the intro if you won't be unlocking the system for 10 hours (though smartly hinting to it's existence is a nice little appetite teaser). Actually, learning when something becomes relevant can become very fun for people who discover the option before they're supposed to. It rewards experimenting. I'm fine with holding people's hand, to a point, and that point fluctuates with the task. I wouldn't expect to have to explain what ATTACK, MAGIC, ITEM, DEFEND or RUN does but if there's, say, a "tsungle" command then I'd like to know what that does, which can likely be told in a single sentence or it should be clear what it does when I use it. I'm not the type to expect people to figure out how to fix a nuclear reactor but if you said "open this panel on the side of the reactor" and I saw screws on the panel, I'd be asking for a screwdriver. Same deal with games. Everything in life has a sort of pass level for expected deduction and comprehension skills and basic gameplay should be very low. When a game tells me "use the arrow keys to move" I feel like the creator is insulting me. IF the arrow keys don't move me, and the mouse doesn't do anything I'm going to try other keys.
With RM games I think some sort of control identifiers are often useful though. People should move with the arrow keys naturally, or I suppose WASD if they're new to RM (although when WASD doesn't move their character they should naturally try the arrows). They'll likely try CTRL, ALT, Space or Enter to Accept and Esc to cancel (for the record, I'm all about Z and X). Running is something no friend I've given an RM game to yet has known unless the game or I told them. They tend to assume you can't run (until necessary, which might be never) once they find out the Move, Accept and Cancel controls. I'd wager the person playing your game isn't playing a game for the first time but it very well might be their first RM game, so let them know if they can run.
My advice on good tutorials-
-The best tutorials don't feel like tutorials. Youtuber Sequelitis might have an annoying style but he really did a good job of explaining this in his Megaman/X video. Basically, you have the gameplay pose uses for your systems in a controlled, low-or-no risk environment before throwing you to the wolves, without stopping the actual game for it. The bit mentioned earlier with the chest and door is even a good example. The player accomplishes something and feels good for it, so they're more inclined to move on.
-If you must do a full-on tutorial, consider your setting. If your hero is a seasoned veteran solider, don't have his buddy say "Hey, do you remember how to fight?". I forget what game it was but it asked that and if you said "No, tell me." then the buddy said "Damn. Then you're probably going to die." and it moved on to the fight (in basic RM combat system). LOL nice little jab. Now, if there was a non-basic system he could ask "Do you know about McGuffin Orbs?"
-Make it part of the story. If your tutorial requires text explanations, spread them out based on necessity and have the characters discuss them in a fitting manner. If the game is light-hearted or starts light-hearted, a funny tutorial is good here. The best part about that is that you can make it a learn-by-doing with quirky dialogue.
-NEVER make them mandatory. ALWAYS allow tutorial skipping. But it might be worth it to offer some rewards in the tutorial like some small pocket money or something the player won't feel too bad about missing out on, but if they do the tutorial then there's a little thank you for them.
Game designers are at a turning point right now. The majority of players are lazy. Tragically so, even. So while the big companies are pretty much forced to cater to the dumb and lazy folk or face reduced sales, us smaller guys have a chance to hopefully re-spark in some people the resourcefulness gamers used to have which should be common sense for humans. Especially since even the most popular RM games are still very niche and require at least some knowledge to get into. Us old timers weren't geniuses. We just knew that pressing buttons does things, so let's see what they do, and we knew that the HP number that decreases when the enemy hits us isn't telling us our printer ink is running out, but that we're taking damage. What happens when it hits zero? Maybe a little golden elephant pops out of your optical drive and gives you a coupon for more of that glue mom sniffed while pregnant for you but smart money says your character dies. So ask yourself "Should this control/function/etc be common sense if I'm playing an RM game (but not a videogame in general) for the first time?" and if the answer is "Yes" then don't even mention it. If people see an Item called "Healing Potion" and die because they didn't know how to heal when there's an Items option right on the battle menu then you just need to shake your head and give them a ball to play with instead.