Thursday, December 04, 2025

What is fantasy (high concept)

By funny coincidence (probably not any coincidence at all; probably the infamous Algorithm™) I've seen two videos in the last day or two complaining about D&D of today no longer resembling Medieval fantasy, or even fantasy—it's just modern day social structures put in a cozy utopian setting with some fashion cues from the middle ages. That said, I don't think fantasy is supposed to be medieval simulationism, and while I think something like Hârnworld or Hârnmaster is an interesting idea, it's never been what I was interested in doing in my fantasy. Grounded and realistic doesn't have to look like historical simulationism. As much as I don't like "woke fantasy" or "cozy fantasy" or whatever, I do think that fantasy is at its best when it, at least partially, reflects our current society in some way, and by reflecting it in a different context, makes it more meaningful. Applicability, as Tolkien liked to call it. And he did the same thing; The Shire was very much a reflection of a romanticized rural pre-industrialized Edwardian England from his own childhood, for instance, even though most of the rest of Middle-earth reflected heroic mythic Europe. The familiar is a powerful tool to make the work more accessible to the reader, the viewer (in the case of movies and these TV shows) and the gamer in the case of RPGs.

From my perspective, fantasy at a high level is a combination of three things, and all fantasy that I have any interest in does some of this. Any fantasy that eschews any of these three doesn't really feel like the fantasy genre to me, or if it does, it's so strange that it feels way too different to really qualify as fantasy as I expect it to be.

First, as noted, it needs to be relatively modern. I like watching Modern History TV as much as the next guy, and while much of what he says is actually quite fascinating, I'm not interested in using that as the basis for my fantasy except as items here and there of local color. In order to engage or immerse your audience, either as an author or as a Gamemaster, you need to present a world that is fantastic, but it also needs to be sufficiently familiar that your audience doesn't feel too disconnected from it. They need to understand how it works at a basic level, i.e., if you travel, and stay at an inn, as with Frodo and Co. at the Prancing Pony, it's more like checking in to a modern hotel with modern English pub as a common room than it is like anything that actually happened in the real Middle Ages. The more you dig into the actual Middle Ages of Europe, the more you start to discover that they were much more foreign than you think in how they thought and how they behaved. The more the exercise feels like a smug lecture on an anthropological study on a foreign way of life, the less you can engage with it. Fantasy should be fantastic and have things that are different, but it also needs a grounded foundation that is familiar. The idea that we need to be super Medieval instead of modern is false. I think fantasy needs to be more modern than not. And even when I'm not using "Medieval inns" more like a modern Fairfield Inn, I also use modern fiction conventions. My games and stories tend to have an awful lot of hard-boiled-like influences, and modern thriller influences. I often say James Bond and Robert Ludlum are as important an influence as anything fantastic. Of course, those are pretty fantastic without belonging to the fantasy genre anyway...

Secondly, fantasy is ultimately a romanticized genre that looks backwards and romanticizes some aspect of the past. Usually the Medieval period, but as many people have pointed out, American fantasy tends to have the trappings of the Middle Ages while in many ways reflecting the culture and social structure and environment of the Old West frontier just as much. Two comments: 1) romanticizing doesn't necessarily mean making it pleasant. It could mean making it exciting, which could mean making it particularly unpleasant. So even darker, borderline horror fantasy, like some of what I dabble in, is certainly romanticized. Fantasy is idealized and larger than life. 2) I'm just as likely to hearken back to the frontier or Old West and the Golden Age of Caribbean piracy or the Musketeer era of pre-Revolutionary France as I am the actual Medieval period. The setting of Old Night should—deliberately—come across as much cowboys and mountain men, swashbuckling action like old Errol Flynn movies, and stuff like that as it does Arthurian romance or even Dark Ages post-roman early Medieval, or any other Middle Ages milieu. The European Middle Ages is our shared cultural heritage with our European cousins, because it is part of our heritage from before we split off from them, but the pirate stuff and the pushing back the frontier is a very specifically American mythology, and as a very specifically American man, it's part of my heritage and maybe a more immediate part of my heritage than the Middle Ages.

And thirdly, fantasy needs some kind of overt fantastical elements. This may seem obvious, but I think sometimes people try too hard to be grounded and forget to include this. I also don't mean that fantasy needs to be all fantastic all the time; I actually definitely prefer a more grounded fantasy that is more realistic than not, but if something fantastic and unworldly isn't an important part of the setting, and frankly, the development of the plot and scenario, I don't really consider it much of a fantasy. That said; the fantastic can be subtle, discrete, and even hidden from most people in the setting. But the PCs or protagonists, being special, are the ones who are going to interact with it the most.

UPDATE: Not worthy of its own post, but I've noticed in the last couple of years or so that whereas people always used to say RPGs, they now say TTRPGs. We used to default to the acronym RPG meant of course table-top RPGs, and if we were talking about a computer RPG, we'd say CRPG for something like, I dunno, Final Fantasy or Knights of the Old Republic or whatever. I'm not sure when the need to add TT to RPG seems to have become a thing, but mostly, people now call RPGs TTRPGs and the hobby is called the TTRPG hobby. As an old cuss who doesn't care, I of course will refuse to jump on this bandwagon, but it's a curious observation nonetheless.

Wednesday, December 03, 2025

What am I reading?

I've been busy with work still, although not quite as much as I was the last few weeks. And I'm back home by myself again after being out of town. As much as I miss having my wife around, I also have to admit... I've kinda started to get used to having the whole house to myself and doing whatever I want to do wherever in the house I want to do it without worrying about her being anxious about my music or my videos I'm watching, or whatever. I'm honestly going to have some mixed feelings about her coming back. Sorry, hon. I love you!

I also have a busier weekend than I'd like, but I noticed that I had two days of time off for the year that weren't scheduled. I can roll them, although if I do I have to use them in the first quarter. I've honestly probably got plenty of time off for next year, so what seemed smartest to me was to schedule a little "staycation" and use those days up this year before December is over while my wife is still away and I can literally spend some days where I don't leave the house at all. So, I scheduled Friday and Monday off. Saturday, I have some meetings that I'm supposed to go to, but depending on the weather, I may blow them off. Sunday I have church, but it's in another building with a bigger crowd than normal. That may be literally the only time I leave the house. Except for maybe grocery shopping. I'm running low on a lot of things. Maybe I'll pick some stuff up tonight. Anyway, that's a long rambly way of saying... I'm going to spend a lot of time at home in the next few days, so what I'm reading is a significant question, because I'm going to knock back (hopefully) quite a few things. So:
  • I'm reading Lords of Darkness, an early Forgotten Realms 3e book. On PDF. When I finish, I'll let FR rest for a bit; I think the faiths and pantheons (which might actually be exactly its name) product is next, which honestly I'm not that excited for. Plus, I've got other trawls waiting. I'm about a third through this; I should easily finish before the weekend really even starts, I think.
  • Next up on PDF I'll turn to the next Pathfinder Adventure path product, just because that trawl is the longest with the most products and I'm still very much at the beginning of it. I'll start Curse of the Crimson Throne, and once I finish the first episode, I'll stick with it until I read all six, I think. This is another one of the reasonably well-regarded APs from the series, so I'm happy to go through it, I think. I already know it fairly well; I've listened to the radio play adaptation, for instance. I'm sure that I won't finish the AP before the weekend is over.
  • I may have to throw something something in there out of sequence, especially if I do end up running as a substitute GM in the next couple of weeks on Thursday night. Which I need to also nail down this week and see if I'm doing it or not, if I am, what am I going to be doing and when I'm I going to do it, etc.
  • I really want to read the last book of the Dark Waters trilogy, and the last of the two trilogies of Arkham Horror novels that I have this weekend too. I've been carrying the book around for a couple of weeks but still haven't started it. Once I get started, it'll be a fairly quick read. I'll probably pick up my Solomon Kane collection after that. I bought that ... geez, probably fifteen years ago, and still haven't read it. It's making me feel guilty. Not that it's the only book like that. That's part of the reason I'm doing these trawls; to read books that I bought, was excited about getting, but for whatever reason never got around to reading. That's even worse for digital (pdf) books than for real books, but it's a problem I recognize that I have all around. After that, I've got plenty more to read; the Horned Helmet four-book series, a Robert Ludlum omnibus that includes The Holcroft Covenant, The Bourne Identity and The Materese Circle, a Barsoom omnibus with the first five novels, and more. And of course, I still have my mythology books. I was so pleased to have bought those, but they're harder to read than I expected. I'd like to at least make a bit of a dent in my Celtic book, although I don't plan on finishing it before the end of the year.
  • I read just a few pages of the last Heirs of Ash, a kindle book I have on my phone. I'd like to finish that.
  • I put away the Pathfinder Chronicles books that I had out and decided to push them to later. Instead, I picked up Monster Manual II from the 3e era, and decided to do that first. After that, it's Races of Eberron, since that kills two birds with one stone and gets my Eberron Trawl started up again. After that, maybe I'll start my Pathfinder Chronicles/Setting trawl for real. I've read some of those books, although not in order, in the last year, and I just acquired two more physical books that I haven't read at all yet. I don't want those to go on the list of "books that I've owned for a long time but haven't read yet" pile. 
On top of reading, I've been very slowly watching the Critical Role animation, and I'd like to probably knock back a few more episodes. I had thought about watching Andor while my wife was away, but maybe I'll try and watch it with her when she gets back, along with the new Stranger Things season. But I've got Seinfeld, X-Files and Supernatural that I've been watching a bit here and there, and I'm kind of in the mood for some more James Bond. I watched The Living Daylights shortly after my wife left, and I meant to watch at least another one, but I'm not sure if I wanted to continue with Timothy Dalton and License to Kill, or pick up Daniel Craig's Casino Royale again. And I've kind of been jonesing to watch The Untouchables again. The Kevin Costner movie from the 80s, not the old TV show from the early 60s with Robert Stack. Even though I wouldn't mind trying that out. I stuck his image in; a promotional shot from the show, just for some visual interest on the post. Oh, and I've kinda been jonesing to watch the Michael York Three Musketeers and Four Musketeers again. It's been a few years, and those movies have been on my mind for a while.

I don't want to over plan, though. If I do, I'll start to feel guilty about all the things that I want to accomplish and am not accomplishing, and I'll schizophrenically start going back and forth between different activities, unable to focus. My number one goal for Friday, Saturday, and probably Monday is to sleep in. I'm not as good at it as some people; I tend to wake up and can't go back to sleep, but as tired as I've been, that won't happen too early. Read some pdfs. Read a novel. Maybe my Kindle novel too. Knock back a physical gamebook. Watch some stuff, as I feel like it, with plenty to choose from.

Now, maybe you can see why I'm not necessarily worried about my wife being out of town. I've got so many things that I want to do still while she's gone that there's no way I'm getting very many of them actually done. And this is just hobby reading and watching of some things, not even anything productive. I'd still like to make some YouTube videos and prep for upcoming gaming too, and I've got a few chores around the house that are starting to beg to be done. 

Tuesday, December 02, 2025

Runelords and Red Wizards

My history with D&D is kind of spotty. This is probably an overly self-indulgent tangent to lead up to the point I'm actually blogging about, but it's my blog, so you'll indulge me or move on; whatever, I don't care. Although I played D&D fairly early (1980 was my first game, I believe) and played a lot of early versions of the game; OD&D, BD&D, B/X (but not BECMI or RC) and AD&D in the early to mid-80s, but I stopped paying too much attention to D&D specifically before 2e came out. One side effect of that vintage of entry into the hobby is that settings written by setting developers weren't really a thing. OD&D had a Blackmoor and a Greyhawk supplement, but both were much less campaign settings as we'd consider them today and more like expansion optional rules; more classes, more monsters, more magic, etc. Back in those days, running the game and homebrewing your setting were basically seen as synonymous activities. Only much later did they split into two different activities and people start to behave as if using the built-in setting was a given. Because I wandered away from D&D before 2e, which is especially famous for its settings, I never really "got the memo" and changed my perception away from the paradigm that running the game = creating the setting.

A gazetteer cover from the Known World
This change was a long time coming. 3e, for instance, had Greyhawk as the "default" setting in the books that weren't specifically about another setting, but that didn't amount to too much that was actually substantial; the Greyhawk pantheon was given as a sample list of gods, the subraces for elves and dwarves, etc. were specifically Greyhawkian, although generic enough that in theory they could apply anywhere, and a bunch of adventures, especially in Dungeon Magazine, were set explicitly in Greyhawk. But even then, the developers went out of their way to assert that this was just a sample way of doing things, and most products had alternatives for how it would fit to another setting or two that WotC supposedly supported. In terms of very explicitly Greyhawk setting information, there was really only one book that I recall that would qualify as a "setting" book as we think of it today, and that was the early 3e product Living Greyhawk Gazetteer. I couldn't help but not be at least somewhat familiar with the setting, although I hardly was any kind of deep lore kind of guy, but I was familiar with the names of many of the important NPCs, many of the locations, etc. You couldn't not be.

Similarly, I absorbed some of Mystara, another old school setting more closely associated with the D&D line after D&D and AD&D officially split. By familiar, I mean of course that I played some modules set in this "Known World" as it was originally called, like "Keep on the Borderlands" or "The Isle of Dread" and a few others, and I remember the early hex maps of the Grand Duchy of Karameikos from the Expert set. And I knew a little bit about some of the differences, like Shadow Elves vs Drow, etc. between the two settings. But again, the fact that these settings existed didn't imply that people were really using them religiously, and they weren't even structured in such a way to facilitate that anyway.

Through the 90s, I was back into RPGs as a hobby, but explicitly not D&D. I read a bunch of Traveller. I read a bunch of World of Darkness (super chic in the 90s, I know). I read a bunch of Top Secret. I read or played a few other games here and there. I paid more attention to these non-D&D games than to D&D, obviously, but I was at least a little familiar with stuff going on in D&D. I was aware of Forgotten Realms and its immense popularity. I read about a dozen Forgotten Realms novels, including at least 8-9 of the original Salvatore novels; the Icewind Dale trilogy, the Dark Elf prequel trilogy, and probably about 2-3 books that followed, before I gave up. I read some later Paul S. Kemp FR novels.  I knew a bit about Planescape, but mostly because I read about it rather than because I read it. Because I was going through a phase of valuing novelty over tradition, Planescape in particular was much more interesting to me than other settings at the time. I knew about Dark Sun; the kind of "sure, it's D&D, but it's also Barsoom and Mad Max just as much" setting. I knew about Kara-Tur, Al-Qadim, Maztica, Hollow Earth, and many more... although knowing about them and knowing anything significant about them were obviously two different things. I started to like the idea of seeing settings as interesting things to read about that I could raid at will for my own homebrew, but it was really in the era of 3e that I started digging into some of these settings. Many of these settings I actively was still  disinterested in in many ways, as I was still on a novelty kick, and FR, Greyhawk, etc. hardly seemed novel; they seemed pretty vanilla, in fact. Dragonlance was another major setting, and I read a bunch of the novels, and even the Endless Quest books set there, but it seemed so caught up in the metaplot that I admit I didn't really think of it as a setting that you'd actually play in. I know that a lot of people did, but I never had much interest in doing so, and was less interested as I learned more about it. That one's relationship to me is kind of weird. And as I've gotten older, I've found that the novels weren't as good as I remembered them being either, although that isn't to say that they're bad. But Dragonlance to me was always a setting for novels, not games.

As I got back into caring about D&D specifically following the release of 3e, I thought it was a good opportunity to "get in on the ground floor" of some of the settings as they were coming out. Other than the aforementioned Greyhawk gazetteer book, WotC officially supported two campaign settings; a cleaned up and revised Forgotten Realms, that had is own trade dress separate from D&D, and which is fairly highly regarded among fans of the setting as probably the best iteration of the setting (with the possible exception of the original AD&D "gray box" depending on who you ask and what they're using it for) and the new setting, Eberron. I gradually got most of the Forgotten Realms products, hence my ongoing Forgotten Realms trawl, from 3e, but I didn't ever care too much about it, and honestly am only even now cracking some of them open decades after I bought them. Sad, I know. Many were bought used and relatively cheap, in my defense. But I have a problem where I buy books and then don't get around to reading them for years. I know. I never cared that much about FR, as I said, but I liked Eberron's core conceit quite a bit, I liked many of the ways it was executed, and being in on the ground floor, buying the actual campaign setting manual when it was brand spanking new, etc. I felt like I had buy-in on Eberron that I never did on any of the older settings, where I flitted around the edges of them while they got popular and mainstream. With Eberron, however, I was there. It's one of the maybe three or four published settings that I'd seriously consider using, possibly.

Another one is Golarion. Although not official, Paizo had been doing Dragon and Dungeon magazine for years, and many of their employees had written a lot of official D&D products. I always saw Golarion as a kind of para-official D&D setting, if that makes any sense. And being there at the ground floor, it's another one that I always kind of liked, even though I had (as always) my problems with some of the choices that they made. I have a few other third party settings, like Midnight, Dragonstar, etc. but the only truly third party (again, Golarion is para-official) setting that I was at the ground floor on was Iron Kingdoms. 

For Golarion, it got too big, too detailed, too easy to lose track of what was going on, and too easy to find details that I didn't like. But for at least a couple of years, I really loved the original campaign setting book and the earlier waves of products that expanded on it before I lost the plot of Paizo's obsession with rules and charop builds. It also looks like it drifted away from being too explicitly a D&D setting over the years and picked up a lot of its own thing. In general, I'd applaud this as a good move, but in this case, I think what they implemented was actually worse than D&D default in many ways.

Iron Kingdoms is another one that I liked a lot when we didn't have a lot of information on it. The original Witchfire trilogy and the setting that you could just see around it was fascinating to me. The original Lock & Load brief setting treatment was mostly pretty fascinating. The Five Fingers book was phenomenal; one of my favorite RPG sourcebooks of all time, honestly. But the big two volume campaign setting books underwhelmed me and I kind of lost my way with Iron Kingdoms. I even dabbled a bit in Warmachine because I liked the setting, and I have more than a dozen issues of their magazine, No Quarter. But the wargame inevitably changed the tone and themes of the setting; now instead of a brooding, dark setting with a few interesting industrial elements, it became a loud and proud turned up to 11 steampunk war setting that was all fighting, all "coolness" all the time, and honestly; it lost a lot of its original charm by doing so. 

So those three settings are the ones that I have at least some level of buy-in on; Eberron, Golarion and Iron Kingdoms. And Forgotten Realms is the one that I can't quite avoid, and although there are plenty of things not to like about it, there are plenty of things that aren't bad too. And outside of D&D, the Warhammer Old World is a setting I could potentially think of using. Maybe. 

Now; all that said, that's background context. What am I specifically talking about today? Because I just read Rise of the Runelords recently, I'm thinking about the Runelords, and honestly, I've never really liked them. The idea of a powerful magocracy is nice, but mages who are focused on the seven deadly sins, and mapping the sins to the 3e schools of magic? Kind of weak and corny, honestly. Although it seems obvious, I don't think it really occurred to me until this time around that the Red Wizards are better in every way than the Runelords, and if you really needed to, you could use them in place of the Runelords. I mean, I know that Paizo couldn't use the Red Wizards because they weren't open content, but as a player, I'm looking at the two of them and thinking; there's no good reason not to swap the Red Wizards in where the Runelords were, and treat Thasillon as if it's basically Thay. There are a couple of reasons why they aren't exactly the same, though, in terms of theme and tone. To wit: 1) Thassilon is an ancient realm that's been gone for 10,000 years even though its zulkirs... er, I mean runelords are all in stasis and can be recovered. 2) Thassilon's schtick is runelords jockeying for power as sub-kings in a single confederacy against each other, and nobody knows what relationship (if any) they really had with most of their neighbors. Thay is like that too, but strongly driven by an expansionist ideology, and their context is that as powerful as they are, they are only one among many rival nations. 3) In 3e in particular, the Thayan enclaves and Thayan magic items business is one of their most important things going, and while I could easily use that if needed for Thassilon, there's nothing like it in Thassilon as described. But again, the various domains of the various zulkirs stand in almost perfectly with the runelords and their sin-besotted nations; what's exactly the difference between Karzoug the transmuter; super high level wizard king of Shalast which in a hoaky way is associated with greed, and Druxus Rhym, the zulkir of transmutation during the 3e era anyway? Especially if the guy's in stasis and only makes a few remote phone calls to the PCs before showing up at the very end of the campaign to be (supposedly) defeated anyway?

I dunno; maybe I'll feel differently after reading Return of the Runelords, but I doubt it. I think the Red Wizards are superior in every way. Heck, honestly, I think the ties to sins of the runelords was super hoaky and silly; even just generic archmages from long ago would have been better than the runelords

Monday, December 01, 2025

Carrion Crown / Cult of Undeath

Cult of Undeath is a rather radical reworking of the Carrion Crown; so radical, in fact, that its genesis as the Carrion Crown isn't super obvious, much like Star Wars as filmed doesn't really resemble The Hidden Fortress anymore (although earlier drafts of the screenplay did so more.) Now, if I wanted to run it a little bit more as written, what would I need to do? Or what would I want to do, at least? Listening (again) to the Hideous Laughter podcast and actually doing a bit more with my 5e group has made me feel more charitable towards actual D&D. More or less. I'd still rather run Cult of Undeath as I earlier described, but realistically, nobody else is going to be as interested in that as I would be.

Let me make a list.

Firstly, the adventure path is way too long. 15 levels, or whatever it is, is twice as much as I want. And I don't know how many hours that converts to, but "common wisdom" according to the internet is that 200 hours is a reasonable time for an entire AP. We play 3-4 hour sessions, so that would come to 50-67 sessions. If we're lucky we play twice a month (sometimes less frequently) meaning that that is, at best, over two years to finish, but realistically probably as much as twice that and maybe even more than that. Not only do I think closer to 100 hours is a more reasonable time, but I also don't want to go higher than about 7th level at the most either. I can certainly cut a lot of material and shorten the thing by ~50% in terms of runtime, but shortening the levels is a bit more finicky; I'll have to end up making a great number of changes to the monsters and encounters and NPCs to make that work. Which is fine; there's no chance that I'm running this in Pathfinder 1e, as it was originally published anyway, I'll probably end up running it as a handwavy on the fly 5e conversion. Which is kinda funny, as I don't actually know the rules for 5e very well. I've been playing for some months, but I've mostly been playing as a 3e player and accepting correction or direction when that leads me astray. Honestly, that hasn't happened too much. I think handwavy on the fly conversion is certainly possible between these two systems, as long as you're not to spergy about rules. I most certainly am not, nor would I tolerate spergy rules-lawyering at my table anyway.

Secondly, there's some great Paizo horror elements that aren't part of the Carrion Crown adventure path, but are honestly even better in most respects that what the Carrion Crown did. Both, curiously, by Richard Pett as writer. I mean, of course, the stand-alone module "Carrion Hill", a Lovecraftian module that works very well and was originally written for 5e. If "Wake of the Watcher", chapter 4 of Carrion Crown is supposed to be a kind of "reverse Innsmouth", then Carrion Hill is clearly a "Dunwich Horror" pastiche. In most respects, I like it better as a "Lovecraftian chapter" than "Wake of the Watcher", and I'd be likely to read the two of them, think about how to combine them, but focusing more on "Carrion Hill" rather than "Wake of the Watcher." Similarly, although I like the intro haunted house adventure of Carrion Crown well enough, the same theme is explored even better in "The Skinsaw Murders" way back in Rise of the Runelords, literally the second adventure path chapter that Paizo did as part of their post-D&D run. I'd probably look to combine Harrowstone and Foxglove Manor, including the murders taking place around town, the ghoul farms sequence, both of which are brilliant, and then maybe lean a bit more into Harrowstone when you go to the actual haunted house. Which probably won't be a prison full of half a dozen serial killer boss ghosts, because that feels very video-gamey in its structure. 

That said, even though I'm running it more like Skinsaw than like Haunting of Harrowstone, I do want the whole Professor Lorrimor's funeral set-up.

I also want to mix in the whole mistaken identity caper from "Enemy in Shadows", the first chapter of the iconic Warhammer FRP campaign. If this seems like a lot going on front-loaded in a campaign that's already too long and complicated, that's because much of the later parts of Carrion Crown are going to be significantly trimmed due to... them not really working very well, honestly. For instance:

Thirdly, although I raved about Richard Pett's entries in these other modules, he also penned the second part of Carrion Crown. I think it's a reasonably well done module, so I can't fault Pett for this, I don't think, but the entire premise just doesn't work for me. Putting a monster on trial is kind of silly to begin with, and then making the monster a relatable "good guy" who's being framed maybe is supposed to be some kind of "subverting expectations" move, but it absolutely doesn't work for me. Not even a little, tiny bit. Yes, yes... subverting expectations might be overdoing it, because I realize of course that this is a significant theme, simplified to the point of false binary dumbness, of the Frankenstein novel, but I absolutely cannot go with it. That said, many of the encounters that the PCs are meant to have while investigating the Beast's guilt (or not, in this case) are still great encounters. The context in which they happen needs to be completely changed though.

Fourth, if "the monster is a nice guy, it's the white male Christian southerners who are the real monsters" problem wasn't kind of obnoxious already (I know I'm exaggerating, but y'know. I don't care) in the Frankenstein adventure, they go ahead and repeat the same themes in the werewolf chapter (#3) and the vampire chapter (#5) meaning that those entire modules are questionable for use, at best. While cutting two entire modules out certainly works towards my goals of trimming the whole campaign by ~50%, it's not really a great solution either, honestly. But those modules are going to be dramatically cut back, and much of what they "need" to accomplish will be folded into another module that I already have. Plot beats, or story discoveries, or whatever, can be divorced somewhat from the action that surrounds them, especially when the action that surrounds them is often somewhat gratuitous or superfluous anyway. Maybe taking another page from "The Enemy Within", the Whispering Tyrant and the "wake up the ancient dark lord" trope can be more localized, like it is in Bogenhafn. There's nothing wrong with scaling back the scope of these high fantasy epics into something more horror and sword & sorcery-like, and a lich waking up and consuming a decent sized town or medieval-scale city is certainly sufficient stakes for the tens of thousands of people who live there. It also worked for Wisburg, the German(ic?—this was before the German Unification, but I have no idea where exactly it's supposed to be, as it's not a real city as near as I can tell. Austria, possibly, since Transylvania would have been part of the Austrian Empire at the time.) from the various versions of Nosferatu. Save the whole world is tired and tropy in D&D anyway, as far as I'm concerned. 

Anyway, I need to reexamine the modules (it's been too long since I've read them, but listening to an actual play podcast only has me 20-25% or so into the second module so far). I've also been leapfrogging that with an Enemy Within podcast, but even aside from that, I've been wanting to borrow elements of that for some time. Turning the Purple Hand Tzeentch cult into a Whispering Way undead cult shouldn't be too much of a stretch.