Another solution might be making the portal-at-the-end-of-dungeon cost a CNR resource for each player entering. Example; make a portal around emerald/mithril deposits that require one raw gem or 2 nuggets of mithril per player to enter. That way you make it more accessible for players with less time, while still making it worth for players to take the full trip.
I like that but the problem is that the cnr are a random number. If you have a big enough party to get there safely and you mine emeralds, you often end up with only one or two emeralds.So although I like that idea, it could make the trip (depending of the items asked) to be of an extreme cost to the players.
I'm still trying to wrap my head around this "teleporting after mining is exploiting" thing. So If I storm a castle to kill the king and I know there are 60 employed guards within the castle, I am expected to kill 60 guards, kill the king, and then upon leaving the throne room kill those same 60 guards again who have for some reason risen from the dead without a cleric present? How about if I spent too much time using the chamberpot, am I to expect the decapitated king to stand back up, screw his head back on atop his neck-hole, and fight me again? Because with the NWN respawn timer system, that's exactly what happens. Putting a one-way transition at he end of the dungeon which takes you back out to the dungeon entrance is something that's been done sine Legend of Zelda. Link holds up the triforce segment, he cheers, the screen fades to black and he walks out the dungeon entrance. The only real reason to play through the same dungeon again is if it's somehow different on the way up. If it's the same, then killing them twice is considered camping, no?
Just to play Devil's advocate:A casual player that's high enough to get access to that high-level CNR and content is going to have that money. And said cost of xp/money would be covered by the cost of the trip. If someone gets one emerald we'll say that's 50k. Even if the product cost 20k, that's still 30k profit.
Buying something that can teleport a PC to a location seem to be the best idea yet. The issues with it are cost and usage. I would say that the cost should be mild, 10k to 20k. Usage can be tracked just like the tomes are. Tracking really should not be that much of a burden as a good percentage of the PCs are already wizards and the overall community of active players is really not that high. Put the same usage rules/guidelines around them as tomes. As one of the "casual" gamers. I can say that 10k to 20k is not outrageous but I would be very careful in my use of them due to cost. Having the option would be just great.
Using an item that sends me home when we are done mining... I am missing out on 100k of EXP.... or any toon can look at it as loosing half the XP they could have gained had they hacked their way back out as we do now.I dont know that counts for anything, but it seems a sacrafice to me.
Well the thing is that you could potentially mine the deposits twice, which reduces the chance of walking away with only two emeralds.
Just as an aside, there are ways to accomplish this kind of thing on a more limited basis with DM involvement... Milty has run a number of one hour at a time expeditions, where every week the characters are placed back where they logged off the previous week, which were a lot of fun for those players who rarely have large blocks of time. Other times, I've had DM intervention to "create a portal" or use other means for hasty exits from long trips when RL reared its head - I can see that it could be exploitative if done repeatedly, but one could certainly arrange for that kind of thing beforehand.I'm not really commenting either way on the ideas being thrown out, just saying that there are ways that the objectives can in some small part be reached without creating mechanical systems for it.