@Zanzibar: And yet D&D tournaments have been scoring them for years. All it would take is to have clearly defined character goals set out in the character biography and have a system to award points for meeting them. For example if your character is a teetotaling swordmaker and you chose to go to the tavern, get drunk and play a zither you would get no points for the session but if you stayed in your shop, crafted a quality short sword and gave a lecture on abstinence to the drunken fighter who commissioned it you would get a good reward. It is true that such a system would be difficult to code but you could code many triggers for any activity.
@Sheneer This is the Hydlaa Plaza, we are not talking about PS here, but to I'll try to address your objections, The guild system, to me is out of context to the game as it is but in this system I have proposed you could have teams of players and keep track of team scores as well and individuals. Some kind of provision could be made in the game to provide for team coordination but that might not be too helpful as team members might be on different sides of any ongoing events. I suppose allowance could be made for a team to all login together so as to minimize this possibility but helping a teammate at the expense of your current character's faction would not be good for your individual rating unless it can be considered in character for the one you are playing. This would be a situation where Zanzibar's objection of subjectivity would become extremely relevant. It might be a case for a referee to take action.
As far as saving money you would not need money as it would be part of the character's starting state. It might be that there would be a base minimum all characters begin with to counter the possibility that the previous player just trashed the character. Hopefully there could be a system to weed out those kinds of players. That is not to say that characters played faithfully might not find themselves penniless at the end of a session but for the most part the idea of the game is to leave your character better off than you found him. Should your character happen to die that would end your session, whether or not the character itself would return is uncertain at this point.