Tim and I have written several modules about scaling on the fly and working that into your plot lines. However, we had an interesting conversation regarding the 'Unscaled' module.
Back in the day, we used to scale most modules to fit the group. If low level players came up, we'd bring it down a notch so it was a challenge, but was still fun for the players. If higher level players came, we made it a challenge for them, making it fun for them.
But we also had 'Unscaled' encounters. These were encounters where the stats were set, and we wouldn't change them. Bring the power. Tim likes calling difficult modules 'Unscaled'.
I think it's a shit term. And here's why.'Unscaled' means that plot is lazy and won't bend the module to make it fun for the characters. Scaling doesn't always happen in stats. I also determines the way the NPCs react to a situation.
If you had a dragon and lower level players came to fight it, would you really just obliterate them and move on? I know I wouldn't. I'd probably scare them, followed by threatening to kill them and someone else (helpless farmers), followed by killing them and that someone else.
That way, your plot line isn't busted by a bunch of lower level players. As an added bonus, they now have a story to tell people (about how they faced off with a dragon and lived to walk away), as opposed to saying, "I got eaten by a dragon."
So, I believe that every encounter should be scaled in some way. It just doesn't have to end in victory.
Now, Tim argues that when he uses 'Unscaled,' it means dangerous. My counter to that is that you should just use the term 'Dangerous'. Big difference, right?
Well, yes, it is a big difference.We are always looking for ways to portray OOG information without breaking immersion. You can't have a hook come down and say "PS, This module is unscaled." You can, however, have your NPC say "This is going to be a very dangerous mission, so you might want to bring some the more sturdy adventurers for this task.'
We've used the term 'Deadly' in Exiles for a while now, to indicate that the module has kill effects or NPCs ready to do coup'de'grace PCs. In fact, deadly modules give players more experience on the whole (as it increases the event danger component for awarding learnin'). And the term has a specific OOG meaning and legitimate IG usage. Win-Win.
So, in summary, unscaled can mean one of two things.1) You're too lazy to try and make this module fun for the PCs.
2) It's highly tuned and deadly.
In the case of A, you should try a little more to make your game more fun for the players. In the case of B, the modules are fine. I would just use a different term.
But as a PSA, I would strongly recommend people stop calling modules 'Unscaled.'