I was talking with Russ over at
Yum/DM about using the traditional
OD&D / AD&D treasure for XP system, and how it tends to strongly constrain play to one style.
This is fair. I have been playing in the Weirth campaign for two years with the treasure for XP rules, training, and expensive hirelings... Not to mention very profitable carousing. I enjoy this style of game. But it has had it's downside. Some players feel a pressing desire to follow certain emergent plots... Like a prophecy we believe we can follow to put a stop the walking dead from rising... While others just want to level up, even if it means putting big heroic deeds off to tomorrow.
My System
I personally prefer a slightly looser system of rewards that keep the players seeking adventure, but don't require them to chase the almighty gold piece if they don't feel like it.
I have used a hybrid system based on a mix of Dungeon Crawl Classics RPG from Goodman Games and the system presented in The Dozen Dooms by Baldrage. Here is my basics:
PCs are rewarded XP for overcoming challenges.
"Overcoming Challenges"
What counts of overcoming is contextual. The encounter must carry risk of mission failure, injury loss of resources, or humiliation to count as a challenge. And players must require more than a single roll to solve the problem: it must be role-played in some way other than "making a check."
The challenge is overcome when the PCs neutralize the problem in a way that lets them move towards their current goals. But the how is not important. In fact, creativity is encouraged.