We need something that will allow all play styles to participate in the excitement of getting something worthwhile in game. I think the following would be a way for that to happen: A Tokono turn-in type activity should be instituted that would work this way.... Crafters...Every item crafted has a chance (1 in 1000?) to receive a turn-in token. PVM...Every monster killed has a chance (1 in 1000?) to receive a turn-in token PVP... Every kill results in a chance (1 in 1000?) to receive a turn-in token Fishermen.. Every fish caught results in a chance. Bakers...Every piece of food created results in a chance. Treasure hunters.. Every completed map results in a chance. Thiefs.. Every success receives a chance. And on and on for all activities. The token received could be sold, or it can be turned in to pick items from a menu of really good stuff. This would pique interest in all activities. The design of this system should recognize that the original list of items for claim will eventually become useless as an incentive, as did the paragon awards in ishenar. However, with some forethought and oversight, the awards can be changed over time, and special awards can be added from time to time. The design should take lessons from the failures of the museum and zoo turn-ins which were made too hard for fear that the special items would become too common. Designers just have to realize that it is not the possession of the the prize that is so important to the player, it is the excitement of obtaining it. You need to make the award menu fluid.