With XP the players only engaged the game. They wouldn't role play, pursue character interests, follow up on interesting leads, etc... Become a leader in a major city? Is there xp? No, then not doing it. Fork in the road? Which direction do we think will get more XP, not which is more interesting. Going in the direction of more XP. Talk to an NPC? Will it get XP? Will it lead to XP? If no, or effort too great, not doing it. On and on. Once I removed XP, it opened up all options that were previously closed. What is interesting to explore and do, becomes what the players pursue. This is the engagement and immersion I want. Mechanics are under the hood, and not controlling the wheel.