When you decide to spend your time with an RPG, you're investing in a big package - usually consisting of combat, narrative, dungeon-crawling, inventory management, character-building, puzzles, minigames, physical exploration, sidequests, and more. Each of these activities contains a lot of smaller mechanics that are common among almost all RPGs, as well - to name just a small selection: equipment, healing, random (or visual) encounters, mana, towns, treasure chests, stats, enemy troops, save points, gold, pressing switches/buttons to open doors, consumable items, plot flags, EXP/level-ups, inns, boss fights, item crafting, elemental weaknesses, rare drops, skills, cutscenes. We don't think twice when we see these mechanics pop up in RPGs, because they've become a part of the "standard formula". Well-designed, most can lead to player fun and engagement, but too often they're there just because "RPGs have them". If you could completely erase one standard mechanic or game element from existence in the RPG genre, what would it be? Feel free to go "off the board" and pick something detailed or unusual, but please stick to things that you feel represent bloat in the genre and would best be erased - not things that you would simply like to be done much better.