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These games never quite make the connection between performing these mundane tasks and getting better at killing things. This connection is tenuous enough even when actually killing things IS the reason for leveling up, but this trope removes even that flimsy justification.
 
Typically, in a token concession to realism, such activities grant your character less experience than the mass murder and questing that RPGs usually rely on -- implyingon—implying (rightfully) that fighting for your life is a bit more educational than glancing at a computer screen or road sign while strolling merrily through the game. However, games that include this form of experience tend to include so many ways to gain it, that you can often gain a few levels simply by running around and doing all of them. This can result in the highly rare RPG phenomenon of "leveling in town."
 
This may be the videogame justification for [[Hard Work Hardly Works]]. Abusing this system can be key to unlocking the [[Magikarp Power]]. If this takes the form of a consumable item, it is typically a [[Rare Candy]]. See also [[Peninsula of Power Leveling]], though implemented more skillfully, this can avert [[RPGs Equal Combat]].
 
{{examples}}
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=== Video Game Examples ===
* The greatest example would be [[EVE Online]], which gives you ''free exp '''without playing''''', so long as you merely get skill packages and inject them into your [[Player Character]]'s [[Upgrade Artifact]]. The downside to this is that there's very little one can do to accelerate exp accumulation beyond a certain constant rate (installing cybernetics can help, to an degree), meaning that certain things you might want to do require the completion of truly, immensely long training sequences. These can range in duration from a few days to improve your skill with a certain ship's system to well over a year to become a competent pilot of a large, advanced starship.
* ''[[Sonic Chronicles]]'' grants the party extra exp for completing sidequests. Aside from the basic fetch quests, these include chopping wood, [[Timmy in a Well|rescuing people]], [[You Meddling Kids|solving a mystery]] and puzzle solving. Handy in that the amount of exp gained remains constant throughout multiple playthroughs when the amount of bad guy exp runs smack into the [[Anti-Grinding]] feature.
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* Due to the unique system of character advancement in ''[[Quest 64]]'', gaining experience for your AGL stat occurs in this manner. You gain HP by using your staff, MP by using magic, and DEF by taking damage. You gain AGL by walking. Including running around in circles for a few days.
 
=== Non-Video Game Examples ===
=== [[Tabletop RPG]] ===
* This is not only possible, but actively encouraged in Tabletop RPGs like ''[[Dungeons and Dragons]]''. Stellar acting by the players can result in awards of "roleplay exp" from the GM, even if their characters haven't done a thing mechanically. Which naturally created a niche for the "Roleplaying [[Munchkin]]" subspecies (i.e. "I'm being a [[Drama Queen]], now gimme XP")
** Lampshaded in [http://www.giantitp.com/comics/oots0125.html this] ''[[The Order of the Stick|Order of the Stick]]'' strip, as well as [http://www.goblinscomic.com/01202007/ this] ''[[Goblins]]'' strip.
* Iron Crown Enterprise's ''[[Role Master]]'' had this in spades. [[PC|PCs]]s could get XP for performing maneuvers (e.g. sneaking across a clearing or hiding behind a tree), casting spells out of combat, being hit in battle, receiving a mortal wound, and for traveling in an unfamiliar area (1 xp/mile on land, 1 xp/10 miles while flying or on water).
 
{{reflist}}