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One of the most fascinating XP systems I've seen was Vincent Baker's Freebooters game that I don't know he ever finished - but it had a very specific list of events that could happen in play with bubbles you filled in next to them whenever you pulled it off. It's something I've always been surprised to not see more often in games after that, as it's a really great framework to me of presenting "this is what this game is about".

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