> A typical RPG example is defeating the same monster over and over again to get experience to reach the next new area.
A great RPG however, provides you with the tools to advance without ever grinding.
Most Fire Emblem games for example, are carefully tuned (thanks to a pretty interesting experience point formula) to rig your "active members of the party" to a particular level. Fire Emblem effectively asymptotes your character's level to what is expected for a particular map.
In Fire Emblem, 100 experience points is a level up. However, a stronger character gets less experience points, while a weaker character gets more. So weaker characters grow much faster, maybe leveling up after defeating just one foe. While a strong character ("the Jeigen" as Fire Emblem fans call it), may need 20+ wins before they level up.
As such, most Fire Emblem games feel like "there's no grind", because the experience point system is designed to never have a grind to begin with. Weak characters feel weak for their first few combats, but exponentially level up and catch up to the rest of the party in just a few maps. While your strongest characters feel like they're "wasting the precious enemies" (there's only a set number of enemies per map. Killing an enemy for +5 exp on your strongest character is just not good tactics when the same enemy is +100 exp on your weakest character).
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Even Pokemon to a large extent does this well. You can defeat all the gyms without ever "Grinding". It gets harder and harder to advance, but the game has enough tactics (Swords Dance, X Attack, etc. etc.) to allow you to win even with 10-levels or 15-levels behind the computer.
I think "no grind" Pokemon playthroughs are pretty fun. It completely changes the game and kind of provides the player an entry point into the competitive scene (you need to use competitive meta strategies vs the CPU if you expect to win with 10-to-15 level disadvantages against them).
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EDIT: It should be noted that Fire Emblem / Pokemon does offer a grind, but only as a method of last resort. Children who are incapable of ever understanding advanced tactics like Swords Dance or Calm Mind, are given a "grind" which guarantee progress.
Similarly, Fire Emblem has "grind levels" that serve as a way to increase your character's strength. But a lot of "hardcore" Fire Emblem fans try to avoid the grind levels and beat the game "grind free".
From this perspective, "Grind" exists as a way to allow casual players to advance, while trying to stay balanced so that stronger players (on their 5th or 6th playthrough with deep understanding of the mechanics of the game) can play without that "emergency escape hatch" so to speak.