I've been thinking about this for a little while. Some RPGs I've been playing, mainly World of Darkness games, don't have 'money' as such, instead having a resources score which gives an abstract value of wealth. Has anyone thought about introducing this into WFRP? Obviously you need to take into account that the adventurers are wandering around in the wilderness at times but there are obviously points where if they tried they would be able to earn a steady wage. I think this game would be able to work with a system like this, especially with the way wealth is determined at character creation and the 'social tiers' aspect in the game. I've also just today got the Black Fire Pass set and quickly glancing at the rules for runesmithing see it has a cost (though can be negated). I haven't been handing out large amounts of cash to my players (We are doing the Witch's Song adventure and there isn't a great deal of money in Fauligmere) and though the dwarf player seemed interested in runesmith as a career he was a little put off by the cost. I think a resources stat could over come something like this, and just limit how often he could do it. Has anyone else thought about something like this?
(note; not a very experienced GM)