Epoch wrote on Aug 4
th, 2015 at 10:00pm:
The trick is to not have them enter the quest until you are at the end - then there is no gathering needed for advancement.
Agreed, this works well in some quests.
Depends on the quest and how important XP is though as you can get a -80% late XP penalty.
When favour running, I just pull them in at the end anyway to help mitigate dungeon scaling.
For loot runs like the OP indicated though, just leave the chests unopened, but you still need to run all the mules to the chests.

A classic is Mask of Deception.
If they enter together, then everyone has to gather at the mask and then run back thru all those nasty traps
(not really).
Stupid artificial mechanic - easily bypassed. Get the mask, then enter.