I know Greyhawk very well - I GMed it intermittently from the mid-80s and consistently from 1990 to 1997.
In the mid-80s boxed set, there are two soft-bound books. The thinner one (I can't remember now how it is labelled) sets out the class and levels of the rules of the various lands of Greyhawk. The highest level is the 18th level ruler of Stonefist (the Archcleric of Veluna may be at a similar level, I think). Many of the other rulers are between 10th and 14th level.
The average level of Circle of Eight members is in the upper teens.
This is a total of perhaps some dozens of NPCs in this level range. On the assumption that most of them are not the enemies of the PCs, there are simply not that many scry-and-fry teleporting enemies around.
That's not an issue of Greyhawk having fewer high-level characters, it's an issue of you not citing your sources very well. You say that Greyhawk has fewer high-level NPCs than the Forgotten Realms; since you originally didn't offer any qualifiers to that statement, you pretty clearly referring to the two settings as a whole.
Here's the thing: using just one of the earlier campaign setting products for Greyhawk - which not only has less development than later releases, but doesn't take into account the many, many adventures and sourcebooks also released for the setting - doesn't prove very much unto itself, since you're taking an extremely-specific snapshot of the setting and comparing it to a non-specific view of the Forgotten Realms to prove your point.
Either take everything into account, across the entire product lines, or compare single instances of products with a similar focus that were released at similar times, so that you can at least try to approximate an apples-to-apples comparison.
Presuming you meant that you were looking at the
World of Greyhawk Fantasy Game Setting, for instance, how many high-level characters does it list compared to the
Forgotten Realms Campaign Set?
I guess one might run a campaign in which the PCs first face off against the Horned Society (before Iuz did?), then Iuz and his hangers on, then Iggwilv and Tuerny, then Vecna. But that's only one of many possible GH campaigns. (Also, Eclavdra presumably has trouble teleporting to the PCs for the same reason they have trouble teleporting out of the Vault of the Drow.)
Sure, there are many other possible campaigns. I don't think that it's going too far outside of the baseline expectations of the D&D game to presume that most of those will have enemies with strategic and tactical options that are analogous to those of the PCs with some fairly substantive degree of frequency, rather than being exceptionally rare.
Also, Eclavdra spends plenty of time above ground (e.g. in Dorakaa), so that's not a concern.
People on these boards keep accusing me of being disingenuous. I wonder if they're all familiar with the definition of that word: "lacking in frankness, candor, or sincerity" (from the Random House dictionary via dictionary.reference.com).
Or perhaps everyone else isn't using the word wrong, and there's a reason that they think that.
What makes you think I'm being insincere? Not everyone whose experiences and opinions differ from yours is a liar (likewise I don't suppose that you're lying about your experiences and opinions just because they differe from mine).
The above example with Greyhawk is a pretty good example. You make a blanket statement about one campaign in regards to another, based on...comparing one boxed set to (while it's never specified, that seems to default to) the entire other campaign world. That does seem to come off as insincere.
The real qusetion is "Are relatively static, exploration style adventures deviations from the D&D norm?" My assertion is No, they're not. Greyhawk is full of them: look at some of the scenario outlines in various Greyhawk products, or classic Greyhawk modules like ToH. Many of these involve explorations of ancient ruins or hunting for myseterious artefacts. They are not particularly time sensitive. If balance between PC options breaks down in such scenarios - because there is no cost to PC spellcasters for nova-ing and then withdrawing to rest - then at a minimum I would expect the rulebooks to mention this. It is not hard to write an RPG rulebook that talks frankly about how the game does or doesn't handle various aspects of balance (Burning Wheel does this; so does Over the Edge).
Notice, in your first sentence here, you talk about "adventures" as opposed to "campaigns." Yes, D&D has adventures that are like that - no one is suggesting that it doesn't, or that such adventures won't be part of a campaign. But what's being suggested is a challenge to the notion that a campaign is made up totally, or even primarily, of such adventures as part of its default assumption (e.g. the assumption used when balancing the expected degree of balance - in terms of narrative options - between classes).
Even Dave Arneson's original Blackmoor campaign ended with the PCs being driven out of Blackmoor by their enemies because they were so busy raiding the dungeons of Castle Blackmoor, for example, that they didn't pay attention to the political maneuvering in the surrounding lands (for more about this, I recommend Jon Peterson's excellent book
Playing at the World).
The reason the game doesn't talk about issues of "nova-ing" for spellcasters as being a regular upset for balance between characters is that it doesn't presume you're going to running a game of endless static set-pieces.
But if such scenarios are meant to be part of what your game supports - and I don't think I'm pushing against the traditional boundaries of D&D very much by having run these sorts of scenarios - then the game shouldn't break down.
The game doesn't break down because they're only part of what the game supports, not a majority of it. As stated previously, such adventures can be a viable part of the game - spellcasters deserve their time to shine too - but they're not the sum total of it.
The flipside of this is that if the PC build and player resource rules assume time-sensitive scenarios in which spellcasters cannot nova then this should be expressly stated in the scenario-design guidelines.
See above. Even Gary, in the 1E DMG, stated (in all caps, no less) that you can't have a stable campaign without effective time management.
I don't quite see what this has to do with enemy NPCs scrying-and-frying.
You raised the issue of such tactics leading to a TPK; I'm pointing out why that's not so.
It's not entirely clear, but you seem to be assuming that my players don't strategically plan (whether in or out of character) and that my players don't play strategically.
I'm not assuming anything about your players. I'm responding to the points you raised, nothing more.
I don't know the full raft of 3E options - as I've already noted, it's not my game - but in classic D&D the only teleport-exclusion spells I recall are anti-magic shell (which is 6th level for MUs and from memory has a duration of 1 turn per level) and Forbiddance in UA, which is a 6th level Cleric spell and from memory requires a holy place or somewhere similar to cast it. So locking out scry-and-fry is not all that easy (especially with UA, which makes scrying available in the form of mid-level spells like Magic Mirror). And in any event the stakes are very high - one Fireball spell can wipe out all the MUs on the PC side (d6 dice vs d4 HD). Apart from anything else, this puts a lot of weight on the GM to decide how hard to push with his/her NPCs, and those GM decisions are certainly in danger of overshadowing the significance of player choices in contributing to the overall outcome.
You're making a lot of presumptions here, even within the framework of just using 1E.
By the time the PCs are at the level where scry-buff-teleport is an option, there are options for them to be on guard against it. These don't have to be active spells, since there are magic items, allied creatures, non-magical traps that can hinder attackers, and many more that can be done to foil such an attack. That's not even getting into anti-scrying measures.
But those are the tactical options. There are strategic options here that can be employed within the context of the game world to stop it from getting to this point in the first place. Negotiations, bribes, political alliances (e.g. "if you attack me, my allies from Elysium will come after you"), hostages - all are ways that PCs can interact with NPCs in the game world without it becoming a matter of class (or other mechanical) balance issues...in other words, changing the narrative space that you're working within, and working within another.
Finally, I'm not sure what you think the
fireball issue proves, since if one can wipe out your magic-users, that'll be just as true in a dungeon as it is in a surprise attack on their camp.
For me, the bottom line issue is not whether strategic play is fun or not - sometimes it can be, though these days I prefer action resolution-focused tactical play - but whether scry-and-fry is fun. I've played with a lot of it. By mutual agreement my table changed the rules to get rid of it. (First, changes to Rolemaster; then, playing 4e which doesn't have it.) I don't think anyone at my table misses it.
If they don't think that being ambushed is fun, then why don't they act at a strategic level to prevent it in the first place?
It's at least as big an issue as martial healing, in my view, which is to say is at least as worthy of modularisation.
I disagree; see above.