That sounds perfect. I've been doing that lately with some dungeon crawls from "The book of Lairs." I'm running a hex crawl game and didn't want to design every dungeon.
So I don't run a lot of modules. I worry about them pinning characters to a particular story line. When I do run them, I'm pretty ready to just use them as a backdrop when the PCs go off script.
That said, I do write a good deal of adventures. Our Tinderbox series are meant to be one shots, or...
One thing that's really been on my mind lately: why don't RPGs take more cues from board games? In particular, I've been thinking about player boards as a graphical interface for information. In board games, they often tell you what actions you have available, exchange rates, what phase you're...