->"Food!", thought the dragon.
->"Levels!", thought the knight.
-->-- ''MMO forum folklore''

An important convention of TabletopGames, {{Role Playing Game}}s, games with RPGElements, and the occasional extreme RolePlayingGameVerse, are Experience Points. often abbreviated EP, EXP, or XP. These are tiny imperceptible motes of lessons learned and CharacterDevelopment, the bread and butter of many {{RPG}}s. These are used to either track character progression for [[CharacterLevel leveling up]], or to allow a character to [[PointBuildSystem buy and upgrade abilities]].

[[RPGsEqualCombat The most common method of getting experience points is through killing monsters]], but there are other ways. Some are [[EasyExp surprisingly easy]].

The TropeMaker, as the first TabletopRPG, is ''TabletopGame/DungeonsAndDragons''.

CharacterLevel is its SisterTrope, and ClassAndLevelSystem is the SuperTrope for both. Compare StatGrinding, in which you get better at a skill or ability by actually using it. Contrast EquipmentBasedProgression.
!!!Due to the ubiquity in {{RPG}}s, please only list aversions, inversions and other twists on the trope. If the example seems to fit better in a related but distinctly different trope article like StatGrinding, list it there instead.


[[folder:Action Adventure]]
* ''VideoGame/CaveStory'' does this for weapon levels; experience (triangular coins) is collected from enemies, [[LevelDrain and is lost by getting hit]]. The Spur is charged up instead of relying on experience and the Nemesis levels up easily yet gets weaker as it levels up. [[spoiler: In the Last Cave (Hidden) and Sacred Grounds, where all weapons are brought back to Level 1, these two weapons will be the most used.]]
* ''VideoGame/{{Iji}}'' has Nano points, which are found lying around as well as dropped by almost all enemies.
* In ''VideoGame/RatchetAndClank'', slain enemies leave behind [[NanoMachines Nanomites]], which [[EvolvingWeapon improve the weapon you used]].
* ''VideoGame/{{Sundered}}'' has Shards, which are obtained from defeated enemies and miscellaneous breakable objects. The player can spend Shards in the Trapezohedron’s Tree, either to upgrade your stats or to unlock passive buffs and benefits.

[[folder:Action Game]]
* In ''VideoGame/GodOfWar'' and ''VideoGame/DevilMayCry'', one gains experience points for killing people, smashing things, and also extra points for hitting things repeatedly without pause, or with a variety of attacks. Subverted, in that its not intangible points you're collecting, but crimson-colored goodies that are spent towards new abilities.
** ''VideoGame/{{Darksiders}}'' employs an identical system, gathering souls to buy advancements. Fitting, as it was a love-letter to the genre itself.

[[folder:Beat Em Up Game]]
* A very rare example seen in most of IGS' developed games, such as the ''Knights of Valour'' series, ''Oriental legend 2'', and so forth.
** Creator/{{Capcom}} however, also followed suit in the same year (1999) with their ''Knights of the Round'', which was one of the few beat 'em ups to use an EXP system.

[[folder:Edutainment Game]]
* In ''VideoGame/WolfQuest'', you get experience points when you kill coyotes, hares, elk, etc., and also when you do things such as mark territory. With enough points, you earn rewards: the ability to name your pups, easier to mark territory, a bonus den choice, or even a pure white pup (despite the parents' colors).

[[folder:First Person Shooter]]
* ''VideoGame/{{Bioshock 2}}'''s multiplayer works similarly, with the XP referred to in-game as ADAM that players earn from racking up kills, successfully sabotaging machines, and simply finding vials of the stuff lying around.

* On ''VideoGame/DiscworldMUD'' (and possibly other Multi-User Dungeons) the players do not gain levels with experience. They have to [[PointBuy spend that experience on skills]], and this ratio of points in certain skills determines level. If the player dies, XP drops to zero, although getting resurrected can bring some back.
* Similarly, in ''VideoGame/UrbanDead'', how many 'levels' you have is as many skills as you've purchased. Certain classes have increased EXP cost for specific types of skills and reduced cost for other types. Notably, if someone is level 45, [[InterfaceSpoiler you can immediately tell]] which side they're likely working on, as one of the skills required to reach that level makes it much harder to be pulled back out of un-life.

[[folder:Racing Game]]
* ''Blur'' has ExperiencePoints and {{Character Level}}s in the form of Fans and Fan Levels. You get more fans by winning races in higher places, pulling off stunts, and wrecking other drivers.
* ''VideoGame/GranTurismo'', starting from fourth game, has A-Spec Points and B-Spec Skill Levels, which can be earned from races. [[/folder]]

[[folder:Real Time Strategy]]
* ''VideoGame/AgeOfEmpiresIII'' breaks from the previous titles by starting to give {{Experience Points}} for the creation of units and buildings, killing the enemies' units, and also from control of trade routes and some economic buildings. These EXP are then used to level up the player's Home City which will then unlocks more troops, technology or resources cards that can be shipped to the colonies during normal gameplay and customize their Home Cities.

[[folder:Role Playing Game]]
* ''Franchise/FinalFantasy'' games often separate experience gains into XP, which raise the character's stats, and [[TechPoints AP]], which teach new skills or abilities.
** ''VideoGame/FinalFantasyII'' is probably the only entry in the series to NOT use XP at all. Instead, stats are raised based on [[StatGrinding what you've been doing in the battle]]. Attack more, get higher strength and weapon proficiency; cast more, get better spells and more intelligence. It even included HP increases for taking a lot of damage and MP increases for casting a lot of spells.
*** The reason the system isn't used in the later entries (apart from ''VideoGame/FinalFantasyXI'', which still uses traditional EXP and levels but awards bonuses to skills based on use) is twofold: one, the system was easy to break (beating the crap out of your own party members was an effective way to boost max HP), and two, the system was at least partly broken to begin with (in the original NES version, a '''canceled''' move would be counted just the same as an executed one: repeatedly selecting commands and then backing out would still provide bonuses).
** In ''VideoGame/CrisisCore: VideoGame/FinalFantasyVII'' Zack levels up whenever the slot machine that grants him special attacks comes up 777, apparently at random. In fact, it does keep track of experience points, though never shows the player their total, and the probability of it coming up 777 is based on how much experience above the threshold for the next level you have.
** ''VideoGame/FinalFantasyVIII'' had the interesting variation that when Squall leveled up, [[DynamicDifficulty every monster in the game would as well]]. Therefore the goal is not to level-up to get more powerful, but use the magic junction system to improve your stats.
** ''VideoGame/FinalFantasyTactics'', instead of giving experience to the whole team based on the enemies defeated, gives individual characters experience based on each action taken, and who it was taken against. To the inattentive player, this can lead to a team full of front-line fighters who are over-leveled (from taking constant action in attacking) and mages who are under-leveled (from taking only occasional action that's not certain to work). At worse, it can lead to your whole team being under-leveled--if you try to play efficiently, and take out enemies in as few turns as is necessary, you won't get nearly the same experience for it.
* ''VideoGame/ChronoCross'' characters gain levels only when defeating a boss, although the next 5-10 battles after a boss battle will generally give them a slight stat increase as well.
* As belies its spin-off nature, there were experience points in ''Franchise/{{Pokemon}} Pinball''. Upon activating the "evolve Pokemon" event, if the Pokemon involved evolved by gaining levels in the main series, then "Ex" icons would appear on the board for you to collect.
* In ''VideoGame/DarkCloud'' and ''VideoGame/DarkChronicle'', your characters don't gain experience, but their ''weapons'' do.
* ''VideoGame/DemonsSouls'' uses Souls as a dual currency/experience points. You can spend them on items and weapon upgrades… or spend them on improving your stats, eventually gaining Soul Levels as you do.
** The Souls system returns in ''VideoGame/DarkSouls'', Demon's Souls's SpiritualSuccessor.
* The first ''VideoGame/ValkyrieProfile'' has, in addition to the normal experience points you get from battles, Story Exp., which goes into a communal bank instead of directly to one character. You can then divvy up that experience in whatever portions you want to any of your characters. It's particularly handy when you get a new, under-leveled character and want to get him or her up to speed, or at least a head start on catching up.
* In ''VideoGame/{{Persona}}'' games, your Personas increase in power separately from the main character, and not every game worked the same way.
** In P1, you have a character level that determines your stats, and a persona level that determines what level of persona you can use. You always gain XP, but your persona level gets more XP the more you use it in a fight. Personas themselves also have 8 ranks, and need to be used a certain number of times to rank up and provide better skills.
** In ''VideoGame/{{Persona 2}}'', you only have your character level to worry about, but Personas still have the 8 ranks and need to be used to improve their rank.
** In ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'', the main character's Personas have levels and gain XP along with the character, though they always need much more XP to level up, encouraging you to trade up as soon as possible. The other party members have their character level and persona level tied together.
** ''VideoGame/ShinMegamiTenseiIf'', the predecessor to the ''Persona'' series, had "guardian demons" that modified your stats and skills. As you fought, you gathered guardian points, and whenever you died, you were brought back with a new guardian demon based on how many guardian points you had. Too few points, and your guardian demon was weaker, while maxing out your guardian points meant you got a significantly stronger demon. Yes, this means you were ''required'' to die periodically to become stronger.
* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' hangs a lampshade on this in a rather chilling deconstruction: [[spoiler:the main character possesses the ability to gain strength from the force connections of everyone they kill, which means you're basically feeding on their deaths.]] It's a [[HeroicBSOD very disturbing revelation]] for a light side character.
* Although present in most ''VideoGame/PaperMario'' games, [[AvertedTrope it is totally absent]] in ''VideoGame/PaperMarioStickerStar''.
* In VideoGame/{{Undertale}}, EXP is awarded by defeating monsters; this is also lampshaded similarly to in ''[=Kotor II=]'' above. [[spoiler:Sans reveals near the end that EXP stands for [[KarmaMeter Execution Points]]. EXP showcases [[KillingIntent how easily you are able to harm others]] and [[LackOfEmpathy dismiss both the harm to others and to yourself]] by hardening your mind and soul. Simply put, you gain EXP by killing people, which makes it easier for you to kill people. Gaining EXP ''makes you a bad person''.]]
* In From Software's Shadow Tower series, you don't get experience points. Instead each breed of demon automatically gives a stat increase of specific type and number once you kill it. So you are always improving every battle that you win. Since there is no dynamic difficulty, if you play a New Game + enough times you'll soon become a virtual god.

[[folder:Shoot Em Up]]
* ''VideoGame/BubbleTanks'' has… bubbles. These are produced when enemies are defeated, and are actually the bubbles they were made of. Once enough bubbles are collected, you level up, and can choose an evolution path for your tank. Careful– if you get hit, you ''lose'' experience points, and if they go below your level, you will de-evolve to a lower stage.

[[folder:Third Person Shooter]]
* The online mode in ''VideoGame/MetalGearSolid4GunsOfThePatriots'', uses a slight twist. Each character has levels, and levels determine who you get automatically matched up against, but all EXP is, in fact, based on the player's overall performance, rather than a basic EXP scale. That means that it ranks your ratios from each match, and determines how much EXP you gain. To make things fair, if you don't preform above a set scale, then you can lose EXP and levels.
** There are also skills in game that work the on the basic EXP scale, I.E. you use them and you get EXP. There are some unique requirements, such as having to fall victim to the looking at dirty magazines/sexy poses a certain number of times, for unlocking/leveling up skills, but it could easily be equated as EXP

[[folder:Turn Based Strategy]]
* One series of strategy game to feature these is ''VideoGame/HeroesOfMightAndMagic''.
* In most TurnBasedStrategy [=RPGs=], experience is gained by successfully performing actions such as hitting someone or using an item (including hitting your allies and healing enemies). This means that the ''most'' efficient wins in these games (when you play tactically with the hopes of racing up to the enemy boss to a quick and easy victory) paradoxically become the ''worst'' in terms of overall gameplay.
* In the ''Franchise/FireEmblem'' series experience is not only gained from killing enemies, but also from healing allies, using thieves to steal enemy items or weapons and using [[SpoonyBard dancers]] to allow another unit to move again.
* ''VideoGame/LordsOfMagic'' has you gain experience from killing enemies, with the experience being shared among everyone on your side in the battle, and enough experience points level you up. What's interesting is that if a champion goes to their corresponding unit building and stays there they start training the units that can be created from it, giving them a fraction of their experience points each turn, most efficiently when training units of the same faction and least efficiently with those of the opposite, and maxing out at a maximum fraction. Also, while the level cap is 10 or 12 for lords, experience points don't max out. A lord who's just reached level 12 can only train champions to 5 or 6, but one who's been 12 for a long time and has been fighting ever since may be able to not just train them to 10, but can give them so many experience points that they could go to an untrained barracks and train those units to max themselves.

[[folder:Wide Open Sandbox]]
* ''VideoGame/GrandTheftAutoSanAndreas'' uses XP that can actually increase or decrease depending on actions.
* ''VideoGame/{{Minecraft}}'' has [[ExperienceMeter experience orbs]] that you get from [[RPGsEqualCombat killing monsters]]. Unlike other games that use EXP, the only use for EXP in this game is [[SpellBlade enchanting weapons]] and tools. These enchantments range from [[CriticalHit higher critical hit rates]], extra damage to the undead and [[FlamingSword adding fire damage]]. Some [[GameMod mods]] add more uses for EXP, as well.
* The ''[[Videogame/{{X}} X-Universe]]'' has Fight and Trade rank, which are increased by killing enemies and generating profit through trade, respectively. Rank affects the rewards and difficulty of randomly generated missions; a "Very Hard" sector defense mission in ''X3: Terran Conflict'' at the fight rank of "Harmless" may only have a couple pirate interceptor squadrons, whereas at the final "X-TREME" rank there will be entire flotillas of pirate destroyers and carriers, with a reward several dozen times greater.
* Most of the ''VideoGame/{{Yakuza}}'' series has a traditional experience points system, but ''VideoGame/{{Yakuza 0}}'' forgoes experience points in exchange for using money earned from sidequests and random battles to purchase new skills and abilities. This plays into the game's [[TheEighties 80's setting]], during Japan's "Bubble Economy": an era of economic prosperity.

!!Non-video game examples:

[[folder: Fan Works]]
* In ''Fanfic/WithStringsAttached'', Jeft the gamer talks occasionally about Stress Experience, or S Ex, that his characters receive.

* ''Literature/TheGam3'' [[DiscussedTrope discusses]] experience frequently, fitting for a galaxy-wide MMORPG. In-game notifications explicitly mention experience gain, and guides for new players explain the best ways to gain experience.
* ''ShockSocialScienceFiction'', designed to play out a new three-act story every session, gives Protagonists an extra die every time they fail their Intent roll. Antagonists, in comparison, are able to roll up to six dice per conflict, but have a very limited supply and don't get any more.
* ''Literature/PerdidoStreetStation'' has a group of monster-hunters show up that are [[ShoutOut clearly]] [[AffectionateParody supposed to be]] a ''D&D'' style adventuring party. They are described as [[DungeonCrawling Grave Robbers]] only in it for "gold and ''experience''."

[[folder:Tabletop Games]]
* Used downright horribly by ''TabletopGame/{{FATAL}}'' in which these points are given only by doing things related to the class you're leveling. The problem comes when it takes 83 years to level up a clerk, and a whore has to reach level 20 by giving ''millions'' of blowjobs.
* The ''TabletopGame/HeroSystem'' is different from most games with ExperiencePoints in that a player will earn only one, or maybe two if he did a fantastic job roleplaying his character, ExperiencePoint per session. Also, he can [[PointBuy spend those points on his character]], making it more powerful.
** ''TabletopGame/{{GURPS}}'' copied this system.
** The ''Roleplay/GlobalGuardiansPBEMUniverse'' uses the ''TabletopGame/HeroSystem''... um... [[DepartmentOfRedundancyDepartment system]].
** ''TabletopGame/{{Exalted}}'' has a similar one, in which, with a full day of play and a great deal of acting skill, you ''might'' be able to afford a new Charm at the end of the session. A common criticism is that, due to quirks of the character generation and advancement chart, chargen in ''Exalted'' is a kind of minigame in which you can win dozens or hundreds of free experience points simply by having a build that gets a lot of XP-intensive stuff at chargen at a huge discount, then buys the cheap stuff with XP.
* ''TabletopGame/ScarredLands'' gives this an in-setting justification/handwave--you're slowly increasing the size of your "thaumaturgic field," which provides a power source for superhuman abilities.
* ''TabletopGame/{{Shadowrun}}'' explicitly states that Karma is a representation of the ability to choose your own life. You can trade this commodity with some supernatural entities as well as using it to power magical effects. Prior to 4th Edition, it also functioned as a KarmaMeter, and you couldn't earn Karma from evil deeds. This is back in a [[DownplayedTrope downplayed]] form in 5th Edition, where "cold-hearted" missions give somewhat less Karma than charitable ones.
* Creator/{{TSR}}'s ''TabletopGame/MarvelSuperHeroes'' had Karma. Player characters would get Karma at the end of every adventure chapter if they accomplished mission objectives, which they could spend on either permanently raising attributes and abilities or on modifying dice rolls in-game. Karma could also be contributed to a community pool in order to help your teammates out in a tight spot. However, being heroes, they lose Karma if they fail objectives or do heinous things. They will lose ALL of their experience points (with the exception of any Karma specifically set aside, either before a session begins or after it ends, in a sort of "savings account" toward improving your character later on) if they kill anyone, including villains, and even if it was by accident (thanks to an unlucky roll of the dice, for example). The rulebook (written quite a few years before the NinetiesAntiHero concept would become endemic) actually cites this as the reason why "murderous" characters like Wolverine or the Punisher rarely add new tricks to their repertoire.
* Fate-based games, such as ''TabletopGame/SpiritOfTheCentury'', ''TabletopGame/TheDresdenFiles'' RPG or ''Kerberos Club'', effectively don't use XP for individual achievements at all. Instead, the player characters will simply collectively hit "milestones" offering the players an opportunity to make changes to them corresponding to the ''magnitude'' of the milestone in question every so often over the course of play -- a typical setup might be a minor milestone (which allows some small evolution or "retraining" but no net improvement as such) at the end of each session of play, a significant one (allows the actual raising of a single skill) upon finishing a complete scenario, and a major milestone (increases refresh, allows redefining a character's high concept, and may even raise the skill cap for the entire campaign) at the end of a major plot arc or when the game world is otherwise changed in some suitably important and lasting way.
* [[TabletopGame/ProseDescriptiveQualities PDQ]] system games, as a rule, do something unusual with character advancement. In ''Dead Inside'' you have to find ways to regain soul points which can go to improving your Type (sort of your race or class), and then Type ranks can be traded for Qualities (skills and abilities). ''Truth & Justice'' offers Hero Points for suitably heroic actions, and you can decrease the maximum size of your Hero Point pool to buy extra Qualities and Powers. ''Swashbucklers of the 7 Skies'' gives you Training Points which can be spent towards new Fortes (Qualities) - but you can only earn Training Points on ''failed'' rolls, since succeeding means you didn't have to learn anything from the effort.
* ''TabletopGame/{{Barbarians of Lemuria}}'' is interesting in that it doesn't give out experience for events during play at all. Instead, how many points (from one to three with two being the default) a character gets between one scenario and the next depends solely on how creatively his or her player describes him or her spending the ''treasure'' and other rewards he or she brought home.
* ''TabletopGame/DungeonsAndDragons'', as mentioned, is the TropeMaker. The earliest editions gave you experience from a wide variety of sources - as Gygax envisioned it, combat was something that cost you resources (spells, health, and consumable items), and so was to be avoided. If you raided someone's treasury without dealing a single blow, you were still due a sizable experience reward because it's [[RuleOfCool really damn cool]] that you snuck the enemy's treasure out from under their noses with no one the wiser. By AD&D 2nd Edition this had been reduced to the optional "ad hoc" experience reward tables in the Dungeon Master's Guide, and then by 3rd was a note of advice on ''maybe'' giving players the experience reward for getting past an encounter without a fight.
** 3rd Edition was also notable for turning experience points into a sort of currency for spellcasting classes. Some spells cost experience to cast, and you'd have to spend some experience to make magic items. The logic was that you were putting something of yourself and your power into these spells and items, but it was something of a ScrappyMechanic for a lot of players.
* In TabletopGame/{{Mordheim}} and TabletopGame/{{Necromunda}} units gain experience for surviving and achieving objectives in each battle which can be used to gain new skills or stat increases.
* In TabletopGame/FengShui, you can earn 0, 3 or 6 XP in a session for completing objectives and acting righteously cool (most sessions should be 3 XP). Then, the [=PCs=] also get 3 XP a session for each feng shui site they're attuned to, or 5 XP for permanently wrecking the geomancy of a feng shui site that they've never been attuned to, so advancement is tailored to the PC group's ability to gather geomantic power and defend it.
* TabletopGame/{{Numenera}} assigns zero points for combat. It's a world AfterTheEnd and discovering artifacts from the worlds that came before is worth experience points. Additionally, about once per session per player, the GM is encouraged to use a GM Intrusion to make the game a bit more difficult for players. A player can refuse the intrusion by paying one experience point, or accept it, winning them two points. The player must then assign one point to another player. The number of experience points in the game rarely hit double digits.
* The TabletopGame/WorldOfDarkness, old and new, assigned points for surviving, role-playing, and achieving. Rarely was combat rewarded for its own sake - though if combat achieved an objective, it might be worth a reward.
* The German RPG ''TabletopGame/{{Midgard}}'' goes the extra mile by having three different ''kinds'' of experience points: combat (earned by fighting), magic (earned by casting spells), and general (earned through miscellaneous actions such as dramatically appropriate skill checks). The main difference between the three types is in what improvements they may be spent on -- most notably, combat XP won't help with more "intellectual" pursuits while magic XP are useless for developing one's physical fighting skills.
* ''TabletopGame/HcSvntDracones'' doesn't have XP, rather players get a new dot in a stat or a new Focus Ability (equivalent to feats) every three sessions or fifteen hours of game time, at the [[GameMaster Guide's]] discretion. Mind and Body stats can also be augmented with [[BioAugmentation Surgery]] purchased with credits, and is the only way to get them higher than 3. Proficiencies (skills) are improved using a device called a Neuroplex that feeds data into a character's subconscious while they sleep, at a rate of 1 point per two weeks (in game).
* Similar to how ''VideoGame/DarkSouls'' has souls as currency and experience, Warhammer Quest uses gold. The reasoning behind it is that every character is so talented that they have the potential to quickly become maximum level regardless of how much actual combat they've seen. But to reach that potential, they have to spend money training with other heroes and it gets more expensive as you must keep looking for mightier trainers to avoid stagnating. The computer version of Warhammer Quest reverts back to the traditional experience system.
* ''TabletopGame/RocketAge'' doesn't have a traditional experience point system. Instead it has Story Points, which can be awarded for completing missions, more for doing so well, and can be either used to buy special items or warp the plot. Every so often, a GM may give out character points to allow the players to upgrade their stats, abilities and traits, or give a player traits for acting in certain ways.

[[folder:Time Management Games]]
* MouseHunt: The 'levels' are called ranks. "Rank Percentage" is gained to "rank up", mostly from catching mice, and there is a significant amount of time between moving up from one rank to another. While each mouse has a certain amount of points, it is NOT directly proportional to the amount of "rank percentage" earned. "Rank percentage" also cannot be lost.

[[folder:Web Comics]]
* Red Mage from ''Webcomic/EightBitTheater'' does some things for XP, even though that world apparently doesn't have it.
* Jim from ''Webcomic/DarthsAndDroids'' is surprised you can get them from actually roleplaying.
* A cartoon from ''ComicStrip/KnightsOfTheDinnerTable'' (perhaps from the comic) has a line about getting excited from getting points for doing one's own stitches, so the player says he's going to take them out and do it again.
** Finding ridiculous ways to abuse the system to gain XP or other bonuses probably accounted for a good third of the jokes, at least in earlier strips. Bob started his own religion and managed to gain a level before the first game session just by recruiting fellow PC's to his religion. They also once started a monster farm to mass produce killable monsters for the XP.
** Then there was the time Sara forced them to crossplay. They spent most of the session luring men out of the tavern and jumping them for XP and treasure. In a later Sara game, they played the rpg of ''Series/BuffyTheVampireSlayer'', after getting tired of playing second fiddle to the ChosenOne (Buffy), they discovered they could kill her, wait for a new ChosenOne to appear and ambush them creating an infinite XP loop.
* In ''Webcomic/{{Homestuck}}'' a fridge levels up after being thrown at imps. It makes more sense in-- ... [[MakesJustAsMuchSenseInContext actually it doesn't]].
* In {{Webcomic/Goblins}}, XP is a part of the world, including discussions between MinMax and Forgath about whether the GM awards XP for roleplaying.
* In ''Webcomic/ElGoonishShive'', [[AuthorAvatar Dan]] plays a MUD which awards XP for walking averting RPGsEqualCombat for newbies.

[[folder:Western Animation]]
* Used in the ''VideoGame/WorldOfWarcraft'' episode of ''WesternAnimation/SouthPark''. The boys power up by spending over a month slaughtering boars in Elwynn Forest, which only gives you 2 experience points each (but kill a billion of them…).
** It's interesting that the game does not work like that. Any enemy around 5 levels below you garners no XP.
** One ''World of Warcraft'' player tried to see if it was possible to level all the way to the Level Cap (level 70 at the time) ''just'' by killing boars. He was a Night Elf Hunter, and his pet (also a boar) was named Cartman. The hardest stretch came in his mid-20s, where the only boar in the whole game that he was capable of killing, but which still gave XP when killed, was a unique monster named Bellygrub.