I've recently run both Forge of Fury and Speaker in Dreams for my group. Both ended up working really well, but I did some good retrofitting for both before I ran them. I dumped Forge into Greyhawk (in the Lortmils) and gave the party a mission to free a captive I place there (a lot of backstory I'll skip to avoid spoilers). I think they really felt the place was 'cool' since each level had an interesting name (The Glitterhame, The Sinkhole) and they had a dwarf NPC who was pointing out the history of each area as they went through.
I gutted the town in Speaker and morphed it into Safeton in Greyhawk (a walled city generally safe and not allowing weapons - perfect!) The group already knew about Safeton (Safe-town) so they were immediately intrigued when they surveyed the guards (who show up late to the first disturbance) and merchants - only to find out all sorts of B.S. was "suddenly occuring". To them, a sudden break-out in attacks throughout the city *must* be connected. They were very intent in each encounter to try to take captives and question them to try to find a connection, which I happy to provide pieces to - it was great to see their trepidation heading to the bookstore...
Now, they're off to celebrate their success with one Dame Gold... *cough* and some real fun will begin!
In general, I think you can make some satisfying adventures if as a DM you take a little bit of time and read through them and try to personalize them to the characters and campaign. I've gotten a lot of mileage out of things like Dungeon and AEG's Toolbox to add a little spice and detail when needed.
I gutted the town in Speaker and morphed it into Safeton in Greyhawk (a walled city generally safe and not allowing weapons - perfect!) The group already knew about Safeton (Safe-town) so they were immediately intrigued when they surveyed the guards (who show up late to the first disturbance) and merchants - only to find out all sorts of B.S. was "suddenly occuring". To them, a sudden break-out in attacks throughout the city *must* be connected. They were very intent in each encounter to try to take captives and question them to try to find a connection, which I happy to provide pieces to - it was great to see their trepidation heading to the bookstore...
Now, they're off to celebrate their success with one Dame Gold... *cough* and some real fun will begin!
In general, I think you can make some satisfying adventures if as a DM you take a little bit of time and read through them and try to personalize them to the characters and campaign. I've gotten a lot of mileage out of things like Dungeon and AEG's Toolbox to add a little spice and detail when needed.