Experience as Motivation: Some Alternatives
"Old School" play often has some element of XP for treasure. This is useful because it puts the reward for combating adversity beyond the adversity, rather than along a particular route past it, so players may progress in a variety of ways. Adventurers can sneak past the goblins to grab the gold and thus glean as much XP as could have been gotten cruelly murdering the poor things. But, this also tends to turn PCs into greedy grave robbers. Not always, but, often. I think milestone XP, which is to say, basically just arbitrarily deciding when leveling up has been earned, is totally fine in some circumstances. It makes sense in more modern "story game" style play, where the players are more in control of the arc of their characters. You might even discuss with your players when you think they've earned it, how they're feeling about it. You might find that some players even say, "yeah, I'm excited to level up, but I don't think we're quite...