The war in the background of X4 and X5 was given strategic treatment in Red Arrow, Black Shield. I can't cite any offhand, but I'm pretty sure some of the C and M modules were dominion-level affairs. The Bloodstone Pass (H1-4) series was definitely military-political, although the finale involved an absurd (yes, more than Q1) "strategy" of messing with Orcus.
In general, though, play at that level is not well suited to modules, which of necessity involve assumptions about the campaign. If you've got your own domain, why substitute the Duchy of Grand Fenwick?
Modules in general are a poor example for campaign play. Even when they were not designed specifically as tournament rounds, the format is constraining. The closest one is likely to get to examples of campaigning, outside of magazine articles, is in setting books.
The biggest problem with writing up for publication even a small campaign dungeon is that it is dynamic. Take a "snapshot" at any time, and there's a lot to understand about the arcs of events that have been for a moment frozen. Brief notes that would be cryptic to anyone else may be keys to volumes of information in the DM's head.
Arneson's The First Fantasy Campaign is but a little step removed from that state, an obviously incomplete and muddled miscellany pretty useless as "something to play". For all that, it offers sometimes inspiring glimpses into what made up the original D&D campaign.
In general, though, play at that level is not well suited to modules, which of necessity involve assumptions about the campaign. If you've got your own domain, why substitute the Duchy of Grand Fenwick?
Modules in general are a poor example for campaign play. Even when they were not designed specifically as tournament rounds, the format is constraining. The closest one is likely to get to examples of campaigning, outside of magazine articles, is in setting books.
The biggest problem with writing up for publication even a small campaign dungeon is that it is dynamic. Take a "snapshot" at any time, and there's a lot to understand about the arcs of events that have been for a moment frozen. Brief notes that would be cryptic to anyone else may be keys to volumes of information in the DM's head.
Arneson's The First Fantasy Campaign is but a little step removed from that state, an obviously incomplete and muddled miscellany pretty useless as "something to play". For all that, it offers sometimes inspiring glimpses into what made up the original D&D campaign.