d12
First Post
Try using a very very long module - I'm talking something that will take levels and level and levels to finish. Theis will keep them from thinking "okay, how can we break this quickly." Then add your own stuff to it - not much - just some side plots, side encounters, an old abandoned mine full of kobolds that has nothing to do with the adventure itself. Then add a very small number of red herrings: maybe one of the PC's is the target of an assassination attempt (and it turns out the assassin was after someone who just looked a lot lke the PC). As the players are putting together the clues, it won;t be immediately obvious where the holes are and what's actually important.