As virtual communities continue to grow, the question of paying real money for virtual items will have to be resolved one way or another. In the meantime, I have some trolls to kill.A great poet of our age once said: "It's like the mo' money we come across/The mo' problems we see." Blizzard has certainly been in this position recently, with their 2004 blockbuster multiplayer online game World of Warcraft reaching over 6.5 million subscribers and gaining more than 50 percent market share in less than two years.