Try flipping your thinking: Why do you want to recover taxed resources? With a B0 Resources, you can still make purchases with Cash Dice and Funds. You’re living more “pay check to pay check” that way, yes… But that also fits real nice with the adventurer feel. Especially if you’re the kind if adventurers who don’t want to actually work a job to demonstrate your commitment to being a functioning member of society.
If you wanna play that way, here are some tips (mostly for your players:
Invest your Cash – Look at the Fund rules; you can buy land to collect rent from, loan money to collect interest, become a shareholder in one of those caravans, all creating durable, reusable wealth (Ob = Dice in the Fund ×2 + 1). Any player can be given access to a Fund, so it behooves them to pool their Cash and make a BIG investment.
Hand out Funds yourself, GM – BWGR lists a hoard of treasure as an example of a Fund. Sure, you could give that pile of treasure Explicitica Defilus is sitting on as a big pile of Cash dice, but consider giving it out as a somewhat smaller Fund.
Always be getting money – Ask for Cash as duel of wits compromises. Sell junk “artefacts” in bulk. Demand the quest-giver NPC give you a line of credit while in town, for expenses, of course. Haggle for a few more gold pieces. Circle up people who owe you money. And, of course, always loot the bodies. Write an Instinct about it.
That aside, the Resources attribute is the general acquiring power of a given character. It represents a lot of things. A big part of what it represents is social influence – status, communal roots, friends, standing. All things that adventurers tend not to have and that dry up if you spend a long time drifting and not putting down roots – the adventuring lifestyle.
If you want to mitigate that, you might shorten the resource maintenance cycle to one month. This, to me, is good for representing a culture where things like social status and support networks aren’t as important as cold, hard currency.
If you wanna subvert the maintenance cycle altogether, bear in mind that you’re likely to disrupt some of the game’s rhythm (as well as make things a little too easy on the PCs, probably). Get a Job! allows one person to free up downtime for the others, where they can recover from injuries, practice for hard-to-get tests, work on new spells, and whatever other long-term tests they haven’t been able to work on.
Remember that you can work quickly to reduce the amount of time recovering Resources takes. Recovering Resources is supposed to be tough, and it’s expressive of some cool stuff in the game, I think. I say keep it in. Hopefully I’ve given you some ideas on how you can get by being unattached drifters; the game allows for that and is built in such a way that playing in that style leads to some cool trade-offs. If that’s the style you guys wanna play in, give the game a chance to show off how it handles that.