I find this post an interesting cul de sac in OSR theory. Not bad, and certainly influential, but directed at the issues with 3.5E (I wonder how the argument holds with the then emerging 4E?) not really at understanding how old games in my mind. This post feels like 4E theory, long combat theory, encounter based design theory … and to me the fix for its problems are found in character and combat design - because that is the focus of the game. Wandering monsters should be omitted and set piece combat improved mechanically for these games. To me the problem there is less “Oh no not enough unstructured/randomized risk” and more “Proper tactical mechanics are needed”.
What I’m saying is I don’t know how much wandering monsters help with the “quadratic wizard” - but I’ve also never really seen that as a huge problem. In OD&D derived systems Wizards become comparatively more and more squishy as they level … they need a party or a lot of flunkies to protect themselves, and honestly level 10+ play has never really interested me. It might if domain play was more popular but simply battling increasingly powerful monsters in ever longer combat encounters has always felt dull to me.
1st - 7th level dungeon crawling is where I think old systems shine and where wandering monsters matter. Here random encounters perform one primary function and a couple of less important ones:
I) to produce randomized risk that limits/changes player navigation choice (one tends to avoid random encounters when possible), and threatens character resources (even survival as apex predator/asymmetrical encounters are important) in an unpredictable way. This is in opposition to supplies (more or less consistent resource depletion) and intentional depilation (entering combat, using resources on obstacles).
A) Description and flavor - the random encounter provides a taste of the level, its factions and risks. Monsters encountered on random tables in a well designed location provide clues to the level’s ecology and power structure.
B) Faction interaction - similar to the above, faction patrols (a very important and common type of random encounter) provide initial contact and complications for players and level/dungeon factions. They are the place to start negotiations and gain allies and enemies.
C) Make changes to the dungeon. The random encounter table can evolve. New monsters can be added: filtering in from outside/below as the dungeon is explored, demonstrating faction strength/activity, or representing responses to other player actions (opening the gate of the damned etc). Likewise they can be removed and reduced as wandering predators (especially dangerous apex predators) and factions are eliminated.
D) Alexanderian’s point - to provide potential risk for moving through “cleared” dungeon areas and thus limiting the “15 minute adventuring day”. I think of this one less as I use an expedition based style, where healing and spell recouping is on a “per Session” basis, not a “daily” one - the turn is named after its real world time period effect/not its in game one (just like “Round” and “Turn”. If one is using the something besides 1 to 1 time them it becomes more of a thing - especially with cautious players.
To me these are the reasons the wandering monster table is to be emphasized - with the wizard power/PC resource hoarding issue a tertiary one.
In 2008 though I think it was a serious issue in D&D/trad play culture - I remember playing in such games in fact. Alexandrian is making a solid point for the era and one whose resolution within the OSR opened the way for the observations on random encounter design/necessity that I and others in the OSR ended up championing.