The pace at which my AD&D players are gaining experience is unbelievably slow. As the DM, it is my responsibility to rectify this situation. So far, I've been awarding 100 experience at the end of the evening for showing up and for entertaining play. (And thus far the play has been quite entertaining, especially the player who is playing his fighter's 6 intelligence to the hilt) I do the awards for monetary treasure extracted from a dungeon or other location, and for any non-money treasure sold. I also assign the usual experience for monsters bested... and still it seems paltry. There isn't a lot of combat because the characters are smart about their capabilities and don't push on if they've been badly hurt. I even award an extra 50% on gold spent on "wine, women, and song."
I think I need to give it one more session. There are a few larger treasures sprinkled around my setting that the characters could come to possess if they play their cards right. I'll say no more, as I know at least three of them have read this blog before, and one of them seems to read it regularly.
Perhaps I need to start giving more bonuses for clever ideas, or for the ingenious use of spells or tactics... but I was always of the mind that a well executed plan rewarded the players by allowing them to accomplish their goals more easily.
I've got to think about this.