In any system I run, I like to award some bonuses to the players, to encourage the at-table and in-game actions that I would like to see. Of course, in most games this is done primarily through some form of experience points.
For example, early versions of DnD gave xp based on treasure. This unfortunately led players to look at the world as one big exercise in looting, but on the positive side, players often came up with creative ways to bypass whatever was guarding that treasure. Story awards were created to give rewards for other things besides looting, but usually paled in comparison to the xp from treasure. Later editions tended to give experience primarily for defeating monsters. Players had less incentive to be creative, and more reason to charge in swinging.
I've already acquainted my troupe with this fabulous aspect of Ars Magica, that xp comes from activities done for a season, and that book learning and training are much better ways to advance than adventuring, which is something you do because you have a compelling motivation for doing something other than study and training.
Beyond the xp for killing, looting, and completing stories, most games give some sort of bonuses. In Ars Magica this is confidence points.
I thought about what I have given bonuses for in other systems, and came up with a list of 10 behaviors that I like to encourage in my players
https://docs.google.com/document/d/140vQ7BOanQHweERj127WRHU-K9pb8pB1KelJ90iY4J0/edit
I've informed them that they can earn up to 10 pts per session, one for each item on the list. If they have 11+ confidence, they can exchange 10 confidence for 1xp. This "confidence pool" will carry with them, the player, whether they are playing their grog, magus, or companion, and while grogs can't use confidence in the standard way, the xp bonus can be applied to any character under the player's control, including grogs.
Given that some sessions will cover years of lab and study time, I don't think this will unbalance too much. When I'm running adventure seasons, they could go 4 sessions in a season, and thus get up to 4 bonus xp, but that extreme would be unlikely, and since adventure xp can be 5-10, if I dispense up to 6, I'll still be within standard ranges. And I've warned my players that if problems crop up, both xp and confidence awards might be scaled back later.
Thoughts, suggestions, etc? How generous/stingy are you with xp and confidence points?