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My introduction to SRPGs occurred around 1992, when I became the owner of a shiny new Sega Genesis console. It's not terribly realistic, but there was once a time when realism in video games was not necessarily considered a design objective.
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Commonly, there will be a dozen units marching in place on a battlefield, each waiting patiently for his turn while all his friends and foes waddle one by one about the grid and whack each other with swords. As you might expect from a culture that values orderliness and deliberation, these SPRGs are turn-based, micromanagable, and a lot less hectic than an RTS. Across the Pacific, the Japanese take on the strategy genre developed as console "simulation RPGs" like Fire Emblem, Crystal Warriors, Shining Force, and Langrisser.
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Stuff is always happening on the playing field, and the player must try and manage it as best he can by erecting structures, introducing new units, and macromanaging their actions while splitting his attention between handling what is happening right then and concocting a long-term battle plan.
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In the West, the strategy games canon is composed mostly of PC titles such as Populous, Command & Conquer, and Starcraft, which have come to be defined by the "real time" element they all share.