No it really truly doesnt (barring some generous wish/ simulacrum shennaigans from an overly permissive DM).
If you want I can prove it to you. If you want to stat out 4 or 5 13th level PCs (replete with a very rare and uncommon magic item each) I'll happily design an adventure (featurong 1 or two adventuring days) using the encounter guidelines and advice in the DMG and I'll prove it to you empirically.
For a convention I'd suggest pre-designed characters.
BTW I've not spotted anyone address the key issue: is playing at 11th level fun?
No, you don't get to set restrictions that come with a solution to the greatest problem built-in.
One or two adventures with built-in timers that restrict resting is okay, but to take 6-8 encounters a day for granted?
In a game with all these ways to get rest? Pleez.
I would like to see this. I will design the party and give example's of tactics the party will use to overcome your encounters. I would find the exercise interesting. I will think about party design tonight and we'll try this thought exercise out. Once my group reached 9th level, we started to crush standard encounters with much more powerful creatures. We're even more experienced with the game now.
Do you plan to allow feats and magic items? Or do you play without feats and magic items?
For a convention I'd suggest pre-designed characters.
BTW I've not spotted anyone address the key issue: is playing at 11th level fun?
[MENTION=5834]Celtavian[/MENTION], [MENTION=6788736]Flamestrike[/MENTION]: I'm interested in being involved in this as well on some level. Let me know how I can help.
What? Im sorry, i literally dont get what youre saying here?
Its not 6-8 encounters per day. Its 6-8 per adventuring day. So in other words, it could be 6-8 encounters in a week (again the rules for longer adventuring days are right there in the book, along with other optional stuff like feats, multiclassing, and magic items).
Its really not that hard (as DM) to consider and place a time limiting event/ time constraint on your adventures in a non intrusive way to enforce the 6-8 paradigm for around 50 percent of your adventures.
If you dont have the skill to place such time limits in adventures in unobtrusive ways, the DMG provides for the longer rest option.
If resting equates to an auto fail for the adventure, or imparts a complication to the adventure that outweighs the advantages of resting, or reduces the award in excess of the benefits of resting, then it is irrelevant how easy it is to rest.
Magnificent mansions, rope tricks etc simply remove one type of resting limitation from the game (hostile environment). They dont help time limiting factors.
By all means allow PCs with access to such tricks the occasional chance to use and benefit from them. But by the same token bear them into your preparation when designing the adventure in the first place. No amount of Leomunds tiny hut and Rope trick is going to help when you need to save the princess by midnight or the demon gets summoned, or the BBEG is now at risk of hearing about your party and it gives him equal time to reinforce (or simply relocate resulting in an auto fail) or if your employer needs the macguffin by a certain time or the party doesnt get paid.
You can use 4 or 5 x 13th level PCs. One vary rare or rare magic item, and one uncommon item each. Feats, multiclassing and any official (non UA) splat allowed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.