Hi Scotty.

Well, think of both of the Castles as emulations of real ife: your two next door neighbors might be a little old woman, frail and not much worthy of a mugger, but let the same mugger attempt your other neighbor, a retired wrestler who is now an iron worker and an ex-marine... 

The levels had a general levelling of monsters to them, yes, so these coincided with the encounter-level spread, but only for the most part. Their designs always incorporated things, which just like in real life, were there to be dealt with at higher levels or under strict and understood circumstances. A good example of that is the iron golem in WG5. Looks beatable until you swing a sword or toss a spell, then the playing field becomes strewn with readily sought remedies amid many questions and concerns. Should we stay and fight? What are the remedies (if any) and if the DM is fair (which EGG and I were), where are they? In the box, around the corner? On the previous level and we missed these? Or is it meant to be defeated at all? There were some encounters like that (and keeping in mind that these are not adventure "modules" all scaled and nice and at all times understandable for your buck's worth, but they comprise adventure material none-the-less). So the fountain of snakes? Nothing could be done about that, as it poured forth an endless stream of snakes. Sure, many players combatted them, until we informed them that there was no decrease that they were aware of, except as measured by their own flagging energies. The Juggernaut was on an early level too. Player reaction when nearing its known area?-- Avoid!

In Blackmoor even, the playing field was not even, especially in the days when Dave's players were establishing what their environment consisted off, how much there was of it and to what degree, and how fast they could run away if need be.

Real life places challenges at all places and times and at different degrees oftentimes not corresponding to ones current means for successfully dealing with each and every eventuallity, so Greyhawk, ERK and Blackmoor were the same in that regard--the challenges were of many levels and were interspersed. Some were paradoxs, some meant to be dealt with later, some readily ascertained and others easily or not so easily dispatched.

Once our players understood that, then it wasn't difficult for them thereafter to bet on dangerous situations spawning from even the tiniest occurences. This kept them on their toes, kept them interested and often kept them running, or, if they were foolhardy or overbold, kept them rerolling new PCs to replace the ones which perished.

To me this will always be the essence of good solid and awe-inpsiring play<>DMing. That's "homebrew", and though a designer I be, no written adventure will ever, IMO, replace that level of play, as they are separate beasts, for sure.