Hoo boy, this thread took off on me. Yay me for starting a popular thread.
First off. ST - some fantastic thoughts there. Great advice. Definitely food for thought. I'll get back to this when I've done some reading.

Also, thanks for finding my question in the scrum. Well done you sir.
Next, HowandWhy99.
IMO most game modules must be predetermined in order to be roleplaying challenges for the players to face. Adhering to the damage output of a weapon is a guideline I cannot ignore without cheating in the exact same way I cannot change anything else that is predetermined, like the design of the map or the characterization of an NPC. Once the game has begun I don't get to change what was designed without essentially raising or lowering the pole vault bar before the jumper reaches it. It must remain the same throughout the attempt. Any aspect of an adventure may inform play throughout the challenge. Keeping it uniform for all the players means no part is subject to my whim once the game has begun. Can I set the bar beforehand? Yes, but not during the game.
This I disagree with 100%. And here's why: I cannot change the damage output of a weapon because that fact has been established. The players have access to that information at character generation, and may very well have used that particular weapon in the game. If I suddenly change that rule, I better have a damn good reason why.
However, I can "raise or lower the pole vault bar" at any point up until the players have tried to make the jump as it were. The altitude of the bar is in no way fixed until such time as the PC's have interacted with it. Either they've seen it, or are in the middle of trying to jump over it. Presumably they've investigated it first. If I tell the PC's the bar is 15 feet and then make it 20 feet when they attempt to jump, that's bad DMing.
However, if my module says 15 feet, but I announce to the players that it's 10 feet because I want to make the challenge easier, that is entirely my prerogative as the DM. If there is one thing EVERY SINGLE RPG out there agrees on its that. The DM/GM/Referee has absolute control over every "fact" in the game world until such time as it is established as canon by the players.
Here's a question that the first part of this thread made me think of: how much time is too much? I must admit that as I've gotten older, I enjoy the interplay between characters, even minor ones, a lot more. As a result, when some of my players get into it, I can tend to dally with minor events and NPCs longer than I should. My question to the floor is: how long is too long? How much time should you spend roleplaying just for the fun of the interaction before it becomes boring?
I doubt there's one answer to this...how long would you feel comfortable in a pure interactive roleplay situation with no plot advancement?
--Steve
Yeah, I agree. There is no answer to this other than, what makes everyone happy. You have to build a bit of a consensus here with the group and go with that. It might even be a case of quid pro quo between different players. Maybe this session we're going to drag our heels and talk to every shop keeper, but, you turn to Bob, who's rolling his eyes, give him a nudge and a wink and let him know that next session will be guns a blazin'.
That was the problem I ran into. I was Bob. I wanted to get going because I wanted to see where the plot of the Adventure Path was going. The rest of the group wanted to saunter and explore. Basically, a failure in coming together with play styles.
Looking back at it, as a player, I should have let my frustration be known more constructively to the DM and the other players and tried to find a way to have my cookie without piddling in the pool. I'm sure we could have compromised. In fact, I have recently rejoined that group and that's precisely what has happened. The plot is advancing nicely, and we have lots of roleplay sessions as well. Everyone seems to be happy.