I do think it's a little bit more than just guidelines. The whole premise of short rests vs. long rests, the balance and tradeoffs between classes relying on the different rest mechanics, and the encounter difficulty guidelines, are all tied together. If you change one then you unavoidably impact the others.
There's not much more than guidelines (or 'a starting point') to any of it, really. There is a point at which the the classes might not balance too badly with eachother, and encounters might live up to their labeling for an unremarkable party not subjected to much system mastery, and we're told that point is 6-8 encounters & 2-3 short rests between each long rest.
Nice to know, but not a prescription of the 'right' way to play the game.
I don't think it's unfair to expect adventure designers to take it into account. Just like I don't think it's unfair to expect designers to build encounters that aren't too challenging for the stated levels.
I don't think it's unfair for them to ignore it, either. If an adventure, especially one that's already calling back a classic, like CoS, for instance, doesn't evoke the kind of neat mechanical balance and reasonable level-based challenge that was completely absent from the classic game, but instead evokes the feel of that classic game, that's not exactly a problem.
Maybe it's a little off if an introductory adventure doesn't more or less follow guidelines. :shrug:
If a designer wants to create an adventure with only one or two encounters between rest opportunities, I would expect the encounters to be more difficult than they otherwise might be for the level and also consider how it impacts short-rest classes. It's just good adventure design, whether it comes from a professional adventure or a home-brew. Likewise, if the designer wants the challenge to be one of attrition, I expect the designer to actually put something in the adventure to prevent the party from just resting between each encounter.
I suppose, by the same token, that if there's nothing to prevent resting between encounters, it's not meant to be attrition-based?
DMs are free to look at an adventure, form an impression of how it 'should' be, and adjust it to be consistent, in their judgment, with that ideal.
It's not the end of the world if it doesn't happen, but I also don't think it's an unrealistic expectation. It just creates more work for me.
It's probably an unrealistic expectation in the context of 5e, since the game simply isn't meant to be the same for everyone, you can't design an adventure that'll be the same for everyone.
Yeah, the AL choice is a weird one. 5E came out with this grand statement of a base game that everyone could play just fine, but then immediately made several 'optional' modes the default assumption. I don't get it.
More of their secret/infallible market research, I suppose? The fanbase wants a game that's presented as easy-to-learn, delicately balanced, low-magic-item, TotM, &c, but doesn't want to actually play that game, just know it's there, like an historical landmark, while they play the more system-mastery rewarding AL version?
;P