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Scary, these guys might get emotionally involved and might murder you for killing their players.
Fortunately not - just an inability to see why they should spend on stuff which didn't give a game bonus.
(I've only once encountered an "intense" player who gave me real cause for concern.)
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Wish there was an 'experience point' gain for 'charitable' causes...
"Charitable" causes... Yeah.
Personally, I give the odd XP here and there for good role-playing. I also give XP based on "defeating" an opponent, which might be through social skills rather than actual combat - in this case using the maximum "half experience" guide mentioned in DW book 6, page 135 as the conflict is not deadly.
(I don't give XP just because of how the characters spend money - that's just part of good role-playing.)
Hmm.
I wonder if XP would be appropriate if the characters survived a particularly harsh environment (using the rules suggested in this thread, for example)?