Just to clarify; most of the statics were specifically designed to be done in a team format, and with collective "success". We toyed with, but did not end up implementing, a button that allowed a PC to "extend" a quest to party members, in order to specifically facilitate this. I would argue that doing quests collectively makes far more sense IC and from a continuity standpoint, than the group doing the quest 4 or 5 times, once for each member.johnlewismcleod wrote: My suggestion is to use them, but resist the temptation to "load up". I've often seen parties of three or four PC's where multiple PC's take the quest simultaneously. This is a bit meta IMO as well as potentially nerfing the quest altogether.
One member should take the quest and share the proceeds.
The "loading up" that I've always discouraged (and been bothered by on the few occasions I've seen it occuring in-character) are when a group of PCs accepts three or more quests simultaneously, in order to "get them all in" during one "circuit" through an area; this diminishes the RP of each individual quest and dances on the line between powergaming and metagaming. It also burns quickly through what the builders intended to be a rich library of available tasks, meant to last a goodly long while.
But a party of PCs that has never done Quest X, teaming up to do quest X together; that's the design intention of most of the "challenging" statics available onserver. Of course it doesn't make sense for fedex delivery quests, but "raid this encampment", "kill the leaders of tribe X", etc... these are meant to be done collectively, not concurrently.