Maybe, maybe not. The party might exit the area through a different way. The party might cause a ruckus which causes all the guards to be summoned to a particular area, leaving none at the original spot. If the guards are on patrol instead of protecting a specific location, they might not even be there the next time the party is there.
Ok, so I have bunches of free time and I use some of it to write reviews of the zillions of games I have for my friends to read. I have nearly three hundred pages of them so far. I’m not going to say I’m a great reviewer or anything, but I will say that I’ve read a fair number of different RPGs at this point.
That being said, there are games I’ve read, or at least skimmed, that don’t have encounters, and they are nearly all very tightly focused in scope. I wouldn’t be surprised if some people would consider them to be RP exercises rather than games. You play as faeries or ghosts and humans have moved into the house you’ve claimed as your own; now deal with them. You play as heroes who are bragging about their exploits over drinks; what are those exploits? You play as dogs trying to bring comfort to your people who are sad; as dogs, you have no idea there’s an apocalypse occurring. (These are all games I actually own.) in short: with these games, you’re not encountering much of anything new because the game’s purpose is quite limited.
The games we’re talking about in this thread are not that kind of game. They’re games that can be described as adventure games. Your characters move around and doing things that are not dictated by the game’s concept, and that means encountering obstacles and threats which are nearly always placed there by the GM (or by a roll on a table, which may or may not have been created by the GM) either at that moment in time or before the game started, during a prep phase.
So basically, even if you don’t really think of them as encounters… they’re encounters.