I don't quite see the "pull." Take that same example and replace trying to get someone to do something with "a ritual to give everyone magical armor" and you have the same situation. There will always be things that the player characters would be doing if there wasn't impending danger.
This is, not coincidentally, the exact same rule as in AW. I've never felt it makes AW into a manipulate-fest, or makes the focus on deep character drama. In my AW experience it makes it so that, when interacting with a person, you can offer the carrot or the stick. It rewards interaction, which we want to reward, but you can't just interact indefinitely.
Not only because the world will come and get you, but because it'd be damn boring. If you sit down at the table and really want to just earn XP, take it. Level up your character. If you want to play a game about fantasy adventure, offering some XP as part of forceful interpersonal interactions is fine by me.
Still, it's worth looking at other ways to do this. I'm not set on XP, I just haven't thought of a better option.
Option: Add a Bond. This one is in some ways more powerful: you give them increased ability to help and hinder you, as well as the opportunity for XP down the line. It suffers a bit from the buff effect, where I might manipulate you because then I can give you a bond that makes my life easier. It does have a nice fictional flow, but Bonds would probably need to be capped, which then means that if someone's already at their cap it becomes a less enticing option.
Option: +1 forward. The epitomy of the manipulate-you-to-help-me problem. A smart party would have the Bard (or high Cha character) parley everyone as often as possible. Keep those +1s coming.
Option: Healing. It is a benefit mostly to the person getting parleyed, true, but it has no fictional flow at all.
Option: No carrot. This would require some rewrites. On a 7-9 they do it or defy danger, on a 10+ they also take -1 if they Defy Danger. It feels like it would lead to party dysfunction, since you can never Parley someone and offer them honey, only vinegar.
I'm still feeling like XP is the best option. Keep in mind too that they have to have leverage to do it, and opportunity. There isn't a case where we just sit around parleying. Given that,