Most modules for D&D prior to Ravenloft in 1983 are written with the norms of classic play in mind (Ravenloft is a transition to trad). Caverns of Thracia by Jenell Jacquays is an important early non-TSR module that is widely beloved, commercially successful, and frequently referenced as a model for other designers and DMs interested in classic play.
The Dragonlance DL module series from 1984-1988 is written with trad norms in mind. The early entries in the series were critical and commercial successes for TSR, tho' later ones are less well-regarded. Outside of D&D, I would point to Chaosium's Masks of Nyarlathotep (1984) and the Giovanni Chronicles (1995-1999) for Vampire: the Masquerade as other examples of modules that are set up to cater to the assumptions of trad play that are or were well-regarded (I think Masks holds up to its reputation, GC less so, personally).
For OC play, Kingmaker from Pathfinder 1e and Curse of Strahd for 5e both have positive reputations for allowing space for player individuality to express itself, tho' I haven't tried either personally and can't speak to them in detail.
Story games and Nordic Larp tend not to have modules / to have entire games as modules so it's harder to say for them.
Those are just a few suggestions, happy to bring up more if you'd like.

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If I were to go back and rewrite the essay, I would have avoided linking to the Brattit essay this time around. The author there is talking about a school of designing games, whereas I'm talking about a play culture in my essay. I originally put it in to show that people were using the term at all, but I think it confused more than it helped.
I agree with your characterisation of the neo-trad school of design as basically taking mechanics from story games and integrating them into more traditional RPG systems. My take is that it's not a new play culture, but still part of trad culture. It's a good expression of the permeability of the cultures, how they're not about specific mechanics, but about the goals of play. Methods developed in story games can be adopted and used in trad play, and vice versa (IMHO, a good thing for all involved).
For the play culture, one reason I proposed using the term "neo-trad" was to highlight that it's a closer evolution from the trad play culture than most of the other successors (story games, etc.). I've taken to mostly calling it "OC" after a number of people shared the confusion over the school of design vs the play culture, but haven't altered the original essay to avoid rendering a couple hundred comments using the term unintelligible. When I'm eventually able to write the follow-up, I'm probably going to suggest uniformly calling it "OC".
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5e modules are a bit weird to characterise because Mearls and co. working at WotC are mostly guys who came of age during the hegemony of trad play culture. Mearls' early RPG work at Fiery Dragon and Malhavoc (his first major RPG jobs) is connected into two of the most influential promulgators of trad play in the 1990s and early 2000s - White Wolf Games and Monte Cook, respectively. I think most of the team at WotC working on 5e would think of themselves as trad people if they had to pick one of these labels (I don't think any of them have ever actually read my essay, to be clear).
But yeah, their audience is majority OC (with admittedly small but substantial trad and OSR factions), and they're a commercial enterprise trying to produce content their audience wants. A lot of early 5e stuff from WotC seems to struggle to bridge that divide in expectations, whereas the third-party publishers seem much more attuned to OC expectations. It doesn't surprise me at all that they're producing purer examples of OC-supportive texts than WotC itself is.
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For my part, I play in a 5e game that has a mix of trad and OC aspirations, and guest-star from time to time in another 5e game that is more purely trad, but both are homebrew and don't use modules, so I only know what I can read about the modules (the texts and then comments online). Oddly to me, a number of people interpreted my essay as being anti-OC, whereas my overall goal was to help players who had OC expectations to better understand their position as a position so they can reflect on its commitments and strive to realise them more fully and consciously.
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Funny you mention it, an examination of common grounds and things that have jumped between the culture is part of my planned follow ups, along with a discussion of the period from about 1973-1976 where there wasn't any particular culture and the lost styles of gaming that we only have traces of from that era, and finally, a discussion of the importance of VTM for the fall of trad's hegemony.
I've been delayed writing things up mainly due to the collapse of the Trove making it harder to find research materials and the demands of my job (I work for an org mitigating some of COVID's effects in the developing world, and it's been hard to scratch out the time for the kind of long, sustained reflection these topics deserve).
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The reason for the short descriptions of story games and Nordic Larp is that I truly thought more of my readers would be familiar with them than turned out to be the case. Both have relatively extensive bodies of writing explaining themselves, and my error was to assume that more people had read that work. I assumed I'd just have to mention them and people would go "Oh yes, the Knutepunkt people" or "Oh yeah, I've read Edwards' fantasy heartbreaker essays".
I don't even think this was a wrong assumption per se - my blog normally has about 1K-1.5K readers, most of whom seem to be pretty nerdy about rpg history and theory (they'd have to be, to sit through my mostly pictureless walls of text). What I wasn't expecting was for this essay to go viral and get 43K+ views after posted in more general rpg spaces like
r/rpg, shared in newsletters like the Glatisant, etc. that have much wider audiences.
The decision to mention Edwards and the brain damage claim was controversial, but I think it's essential to understanding the history of how story games became a distinct culture from trad. There were sharp lines drawn in the sand that were reinforced by new institutions (the Forge, the Lumpley.com discussions, the Big Model wiki, etc.). It was not a peaceable, convivial separation of the ways, or a new flower sprouting from the carcass of the old order, but a long, quite bitter fight across most RPG spaces then in existence. More or less everyone involved is not only still around, but is even more influential than they were at the time, tho' the polemics have mostly slowed down. I don't love Edwards, but as a polemicist building a movement he was very effective and I admire the skill he put into it, and consider the existence of story games a net positive. There's a certain amount of embarrassment and disavowal in story games about the proselytic snobbery of the early movement, but IMHO that kind of behaviour is not unusual for critical movements in their early days and not some unique sin.
The other element of the story game piece people seem mad about is that I didn't spend more time on Baker's contributions. Which, fair.
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I'll admit I'm resistant to calling "OC" "Modern" just because I see all four of the post-trad movements as modern styles of play. They all emerge thanks to the internet lowering barriers to communication between what were previously isolated individuals and groups. They are all reactions to the hegemony of trad-style play in official publications, fanzines, and conventions. They all have strong paedogogical foundations which are actively teaching new players their values.
It's funny tho', because my original preference for a name for "OC" was "neo-trad", and I was basically talked into using "OC" by someone I was discussing the categorisations with (someone who likes OC play, in fact). I had told them I had a strong preference for autonyms whenever possible, and they came back saying that the way people would indicate they were looking for a "neo-trad" game would be to say "OCs welcome" or some variation on that in their LFG pitch. So the name was intended to adopt the language people were using to distinguish themselves already.