gamerprinter
Mapper/Publisher
In addition, most of those introductory adventures I've seen tend to do a poor job of actually... y'know, showcasing the game. There's nothing about them that speaks to how the game is different from any other RPG. I think including one is a good idea still, and kind of traditional, but I hardly have high expectations for them anymore. There are very few that I've actually enjoyed. And games that come with several? Usually a bad idea. It really starts to feel like wasted space.
An introductory adventure should really highlight what makes this game unique, focus on kick-starting a potential campaign, (i.e., feel like a starting point, but leave the conclusion somewhat open-ended) and avoid the cliches as much as possible. If it's just going to be cliched, well heck, I don't need pagecount devoted to that. I can do that on my own.
My favorite ones tend to be from modern horror themed games. "Exit 23" that came with the original Dark•Matter setting for Alternity is a great one that I've adapted and run several times. I also think "Jenkin Lives!", the d20 Call of Cthulhu web enhancement adventure was quite intriguing.
Again; they manage to take the unitiated character types and show off the main draws of the game that they're playing, by contrasting it in many ways with the kinds of adventures that you might be running if it were D&D, or something. They're also quite moody and well done, IMO. Great, great little adventures. I especially like modifying "Exit 23" to be a con-game.
Rite Publishing's The Curse of the Golden Spear - my intro trilogy to Kaidan was practically a step-by-step showcase of the setting rules, complexities and specifically what sets this setting apart from any other. I didn't have a setting handbook behind the adventures, so the modules had to serve that as much as being a compelling set of adventures in of themselves. This was true more so in the first adventure than the rest.