Chaosium's Griffin Mountain (1981) is still "the one to beat" in my mind.
Billed as "a complete wilderness campaign for RuneQuest", it also includes ready-to-run situations. Like 3e and 4e, RQ has "stat blocks" that can take up a lot of page space; it has a more detailed, and often more time-consuming, combat sub-game than old D&D; it tends to focus on smaller-scale tactical theaters than the old dungeons.
In recent years, I have seen too narrow a focus on combat scenarios. There seems a tendency to treat encounters essentially as discrete war-games, with a concern for the kind of balance that naturally lends itself to a strong plot line ordering the sequence of scenarios.
What's most useful for moderating a more flexible campaign naturally becomes more evident in the course of doing so. Drawing on a "live" process is, I think, more fruitful than sitting down to design "product" in isolation from play. One gets a feel for what sorts of material to include, how much is enough and how much too much, organization for improvisation ... all the subtle touches that can make such a difference.
In a more dungeon-centric context, Judges Guild's OD&D Caverns of Thracia by Paul Jaquays (co-author of Griffin Mountain) is at least on par with TSR's B4 The Lost City.
Billed as "a complete wilderness campaign for RuneQuest", it also includes ready-to-run situations. Like 3e and 4e, RQ has "stat blocks" that can take up a lot of page space; it has a more detailed, and often more time-consuming, combat sub-game than old D&D; it tends to focus on smaller-scale tactical theaters than the old dungeons.
In recent years, I have seen too narrow a focus on combat scenarios. There seems a tendency to treat encounters essentially as discrete war-games, with a concern for the kind of balance that naturally lends itself to a strong plot line ordering the sequence of scenarios.
What's most useful for moderating a more flexible campaign naturally becomes more evident in the course of doing so. Drawing on a "live" process is, I think, more fruitful than sitting down to design "product" in isolation from play. One gets a feel for what sorts of material to include, how much is enough and how much too much, organization for improvisation ... all the subtle touches that can make such a difference.
In a more dungeon-centric context, Judges Guild's OD&D Caverns of Thracia by Paul Jaquays (co-author of Griffin Mountain) is at least on par with TSR's B4 The Lost City.