@Ganymede That's kind of what I meant, but in a different way. For example (and it's just an example):
Staff can demand/enforce through the rules that Werewolves properly spend Essence for their stuff. In that case staff creates an administrative overhead - they need to make it part of the game's culture for those players to type +spend Essence=1 properly when it's appropriate in all of their scenes whether they're PrPs or on the everyday grid, and all the extra policing isn't pleasant for anyone involved.
Staff can also make resource management be an essential part of the game - yes, Uratha fight for territory because it's in their nature, blah-blah. But if with territory come tangible effects - Loci with Essence flowing, codified Renown-gaining benefits, systematised NPC reputation gains, easily tracked through your +sheet and not just out-of-date wiki pages somewhere still showing packs inert for months holding that ground... then players themselves will want to use these in-game achievements, and they'll insist others do the same. After all if you've bust your ass for weeks to control the Locus in the gas station's bathroom you'll remind the other guy to use their goddamn Essence when he shifts reflexively. At that point it's just ingrained into the game. It becomes a good thing, it actually enhances roleplay way past the PrP you're in.
That's what I meant by 'entice'. Yes, it's enforced, but enforcement doesn't need to be a bad thing - when done properly.
The lazy way (sticking a rule in a policy file: "USE ESSENCE OKAY? OR ELSE!", donefixed) doesn't work remotely as well.