Balesir
Adventurer
I don't remember seeing it in any blog, but IIRC I mentioned something similar in a thread either here or on the WotC boards. Basically, have adventures built in "modules" - you only get the XP for the module if you complete it - and coming back to a part-completed module you will find it reinforced/modified/fortified such that the "level"/"xp value" is the same as it was originally.[MENTION=2067]Kamikaze Midget[/MENTION] You mentioned creating incentive to keep exploring within one day. I remember a blog which posted a "monster lair" system for 4e which attempted to do this. If you backed out of the dungeon/area before reaching some critical condition (i think it was a combo of #/level of encounters and plot stuff), then the dungeon restocked and adapted...
Anyone recall the blog I'm thinking of?
I think this came about while discussing how rests should be designed, with a view to enabling game styles where there was no 15MAD but encounters need not be expected at a rate of X per day. The core idea was around separating the concept of "rests" from any specific game-world time aliquot.