Tabletop roleplaying games are, the majority of the time, about accomplishing something despite limited resources. Sure, there's a story with heroes (or anti-heroes, depending on your game), characters' individual plotlines, and plenty of other aspects, but, much non-game life, it typically boils down someone facing challenges using only what they have. It's no wonder so many adventuring parties are money-hungry, near lusting for coin or credits. That isn’t any real shock, though - if we go back to the original Dungeons & Dragons’ Men & Magic back in 1974, characters' experience was literally tied to the amount of treasure they were able to collect. When our tabletop games are originally rooted in that concept, can we really blame players for being money hungry? While experience generally isn’t directly tied to money any longer, and we’ve even slowly moved toward many games advancing player characters according to the development of their personal story, money