ID:265999
 
The current system in common use :

You gain exp.
You level up.
You can do more, yay.

I admit that this can be fun when used correctly but I'm seriously getting bored with the concept, it's like there's some other way out there that's within my grasp but I can't quite reach it.

Does anyone have any ideas at all about a new way to still allow players do more but without exp and levels? Could take them away completely or have a completely new system.
I think Chrono Cross did a moderately decent job of this. Basically, there are "growth spheres" or something to that effect. You get them when you beat a major boss (but that could just as easily be extended to a quest, or a really difficult objective), and as a result, you get more "element slots," which is basically just more magic, and you get enhanced stats in addition to this. It's a different spin on levelups, in that, you don't get exp, but you do get levels.
The purpose of having levels is usually to limit the player's advancement through the game, but leveling isn't the only way to limit a player's advancement. There are plenty of alternatives to experience points, just think about how other games limit advancement (especially non-RPGs). If you're making an RPG it might be hard to adapt some of these methods, but at the very least they can give you ideas and inspiration. Super Mario Bros. limits your advancement by having stages. You can't beat the second stage until you beat the first stage. Any power ups that are in the second stage cannot be obtained unless you beat the first stage. Games like Zelda limit your advancement by limiting your abilities. For example, when you get bombs you can blow up walls and access new areas. In these new areas you get even more abilities. Instead of getting a new ability for just leveling up, you get a new ability when you find it.

Experience points are a rough estimate of how long you've played the game. The longer you've played, the more experience points you'll have. All it takes to level is time. The more interesting alternatives to leveling (like what DivineTraveller mentioned) are based on what you've accomplished, not how long you've played.
Personally I like traditional leveling to advance skills and increase stats, however there are some ways to keep leveling in a game without having it affect the gameplay itself.

For example, levels could be a general description of your current capability as a player. Your stats would rise dynamically, like in Oblivion, but your level would increase to reflect those stats.

Allowing other players to see the main players general level is a good way to have a multiplayer environment, because although the players level is high, it could be focused in a field that doesn't concern the other players in terms of PvP.

It's also a good way to let the player know how well they're developing compared to other players. Other systems use ranks, from F to S or SS, however, using levels is better as you get a more precise representation of how fast you're developing.
In response to Bravo1
Thanks for your help guys, I've thought of my own way to use progression although I'm having trouble thinking of a way to apply it. If I do then it would be a lot of fun.