The new carousing framework looks interesting and I thought I understood it in the first part of the discussion but kinda was flummoxed by the example that Maldoor and Tavis talked over.
I like the whole thing up to including including blowing money for roll bonuses.
However, I think that the variability of the allocated carousing money being diverted into either xp, story goals, or mechanical benefits create too much uncertainty for a player. The big attraction about carousing in the first place was it was a definite way to convert GP into XP. You were investing the GP in a known focus. Maybe I am reading it wrong, does the header of the tables state that the spend is guaranteed to go straight to XP and you get half of the spend back if you choose no story or mechanical benefit from the three items? Dunno if that made sense, sorry.
Anyway here is my stab at a table.
When you Ruminate On Your Resurrection, roll + spend. You earn XP equal to the spend. On a 10+ choose a combination of three results. On a 7-9, choose one.
* Lucid dreams of the afterlife: You recall your time on the god-plane in vivid detail.
* Made in hell/Crafted in heaven: You can sense, by touch, the influence of the god-plane on an object.
* One of us: You can sense, by touch, the influence of the god-plane on a person.
* Old friends: You have a small chance of calling a native servant from the god-plane.
* On a failed roll - Looking for you: You did not have permission to leave, a servant from the god-plane will come looking for you.
Note that I equate god-plane with one of the 9 alignment planes from D&D cosmology. If alignment systems are more simplified than these fine divisions the "sense alignment" results might be too powerful. If the effects seem too beneficial overall, perhaps it could have fat minimum of spending.