There are lone lost world settings that your PC's stumble upon and their perfect for pulpy mini campaigns but why?
These two modules back to back are deadly and very dangerous to one another but whose maintaining those ruins, traps, etc in both modules? In world of the lost we get a glimpse of a campaign mechanism that helps to maintain the world of Khirima's adventure materials. And yes I understand that it takes place in a fantasy Nigeria that the C1 I1 take place in a faux South American lost world setting but as we shall see there are parallels. Both adventures have incredibly expansive ruins that can be linked up to form a super mini campaign setting but when some fool stumbles upon these places whose maintaining the ruins, resetting the traps, and why are they doing this?
If Dwellers in the Forbidden City and Lost Caverns of Tsojcanth then we start to get our answer, its precisely the same sort of setting conceit that we see in the Raiders of the Lost Ark. The Hovitos are a South American tribe who are descended from the Chachapoyans who came to house their golden Earth mother statue within that elaborate temple. A temple that was maintained for generations and reset. Add in the various factions of the various power groups and factions within the city, namely the bugbears, mongrelmen, and bullywugs, add to this a boat load of human tribes in both modules and suddenly that jungle is going to be very busy indeed. This brings me to the micro setting aspect. Both of these modules have another commonality with many of the OSR modules we've seen recently. Namely the fact that married together they can be used to create a mini campaign that could go for months.
Oh for the record don't screw with the Hovitos you will die with lots of poison arrows, and blow gun darts hanging from your PC's. Back to what I was saying many of the faux deities of these modules serve many of the same purposes as the gods in World of the Lost. A safety valve of control over aspects of tribal life and one that PC's might want to think twice about disturbing. Many times the destruction of petty gods or deities is a perfect time for DM's to set NPC assassins and warriors to punish the offenders. A tactic that often times seems to get ignored. World of the Lost presents a very dangerous option in the form of warrior women armed with high tech death tools of the gods should the need arise for the dungeon master.
The other parell between these various lost worlds is the placement of them, the dungeon master has a further option by deciding if he or she wants to make these locations other worldly or simply another lost world location to be exploited. After reading through various modules and pouring over a few OSR articles on the subject.
This sort of approach of using a limited number of campaign resources allows the DM to save time, energy, and playing time by focusing his or her energies upon the setting, adventures, and campaign motives while maximizing their approach to the role playing material. This gives both the players the best over all playing experience and takes some of the stress off of the DM so they can concentrate on important things like where the PC's might get killed and where the links are to other adventure and campaign elements.