These days most games allow players to do their "real money" business using a secure and flexible "game currency" where the only crossover point is the moment a block of "game currency" is bought. Thereafter all procurement, subscription, shop services and goods and trinkets, special offers and deals: it is done using the "game currency". Avalon used this method itself in the early years with credits but saw no reason to keep the extra layer once it went subscription and had no more use for sliding scale bulk-purchasing. See HELP CROWNS for detailed info.
The introduction of trinkets and curiosity shop goods and services and then micropurchasing led to a rethink on the "game currency" concept but it is the potential for actually improving the five Avalon meta-games through judicious inter-relationship that excited us to act. I think what is outlined below is an original and fascinating potential above and beyond mere convenience or supporting the financials. It links the Avalon hard currencies with the game's economic and socio-political systems (three of the meta in HELP FIVE). It must be an optional extra for players, but for those involved, it should ensures a catalyst for action and engagement and ambition - without playing fast and loose with "real money".