el-remmen
Moderator Emeritus
Speaking as someone who exclusively runs Original/Classic D&D (not 1st edition AD&D, but everything 0th edition from the white box through the Rules Cyclopedia), I prefer to avoid modules at all costs. For the most part, they're just really, really, terribly bad examples of what a good game of early D&D looks like. Even when they aren't cribbed from tournament modules, they're usually either too boring, too deadly, or too railroady. Most modules, even the beloved early entries in the B- and X-series, just aren't worth the trouble of reading through them and trying to implement them.
As someone who used the Caves of Chaos and a re-drawn "ruined" Keep on the Borderlands I can't say I agree! Then again, I used what was there to build a kind of eco-system and network of monsters and ruins for the characters to explore and engage with. It was a heck of a lot of fun. They were like big game hunters, but monster-hunting. That is exactly the kind of flawed adventure I prefer. The flaws are places for me to play and add and adapt without having to do stuff from scratch.