this is how Powered By The Apocalypse (and some other systems) work, actually. Blades In The Dark actually even more explicitly (mark experience for making desperate actions is a mechanic)
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Blades/Forged In The Dark actually very much is along these lines now that I think of it: - you mark experience for something very character/background specific - mark experience for desperate actions - mark experience for complications arising from your traumas or your vices
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How about earning XP for watching someone else's bad decisions play out?
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just doesn't get you that visceral knowing that levels you up
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"Experience is what you get when you don't get what you want."
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That's from the rulebook for _The Great Brain Robbery_, from Cheapass Games.
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>actually learning from your mistakes instead of repeating them, faster and more expensively Can't relate tbh
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Adventuring is a bad decision.
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Trivia: In Mice and Mystics the attack dice have swords, shields, and cheese. So if a player fails to roll a hit (or block) they often get cheese (XP).
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