That said, a few too many trips are cut short early, and not because the group was poor. Anyone who has spent much time in either place knows what I am talking about - the quests. Well, not the quests, but people taking them too early. Some of the quests in these areas are very challenging and groups need to be prepared for them; but if even one person takes it, the entire group is forced to take it whether they are ready or not. Then, if the quest is failed you are ejected from the area.
The classic example of this is the "Unwanted Guests" quest in UW. This quest is not impossible, and I have finished it before - but it is a quest I would rarely want to attempt, and most would agree with me. Only a very strong, well prepared group can tackle it. The problem is that sometimes, even if you remind them, one person cannot seem to resist talking to that Reaper and gobbling up every single quest from it. Then you are faced with near certain doom. The halls are blocked off, you cannot escape the area, and that is the end of what might have been a great trip.
This is not as much of a problem in FoW, but there are a few spots where it causes problems there as well. Sometimes you just want to go back and get your reward for the Wailing Lord without those griffons tagging along and dying, you know?

So, what is the solution? It is very simple. Make it so at least 50% of the group must take a quest in UW or FoW before the quest is activated. Such a very, very simple fix - and yet this would prevent so much needless aggravation. I can't see any reason why this should not be implemented. Any thoughts on this are welcome.