Stormonu
NeoGrognard
Lets examine the bad a little more closely:
B1- As to the maze-like deadends with no (seeming) purpose, take a look at the list of monsters used to stock the module. There are 56 numbered areas on the map and only 25 monster encounters. Furthermore, the DM is instructed to use only 16-20 of those presented for the entire module. This means that roughly 66% of all keyed areas will not have a set monster encounter.
This gives the PCs a bit of exploration space and those maze-like dead ends can be areas where the PCs can hole up and catch a bit of rest, or places to lure monsters into to kill them. Clever players can probably find other purposes for empty areas too.
The plot is the meat and potatoes of D&D! There is a dangerous underground complex said to hold great wealth. It awaits adventurers brave enough to explore it. Considering the bulk of XP is gained from aquiring treasure, the "plot" is fairly rich.
To each their own, I suppose. B1's just not my style, I guess. I like a little more plot to my adventure beyond "go over that hill and see what's there", and the deadends annoy me more as a DM than a player.

B2- Learning caution early on is beneficial. As adventurers become more powerful and are able to handle greater threats, caution can sometimes be forgotten. If the players never learn the need for careful, clever play then the lesson won't be learned in the first place. 1st level is the best time to learn these lessons. Better to lose a newly rolled 1st level character than a 3rd or higher level one because you never learned not to bite off more than you can chew.
I agree, but there's not really much warning until you're knee-deep and looking for a paddle. Almost all the groups I've run through B2 at 1st level have lost one or more PCs in the first few forays before they started getting sneaky and paranoid. For an introductory module that's a bit rough, and I think that's why I've never been able to run it to completion yet.
[I6] - Lets not forget the super-duper railroad that starts this eh.![]()
I knew there had to be some downside to Ravenloft I was forgetting

From personal experience, the bad is not universally true. I have survived play in the tomb ( can't say the same for the whole party but it is a contact sport), and had genuine fun as a player.
My bad, I overstated. I meant to say it's a really, really, really, really, really - and I mean really - tough challenge to go through S1 and not lose someone in the party, even if they get resurrected. I've read one of the groups at Gencon managed to actually sweep it without loss, but until I see it (and I've run S1 at least a dozen times), I won't believe it. Haven't ever run across a player - until you - who could say they enjoyed the experience.
Some personal favorites:
L2- The Assassins Knot
I really enjoyed this adventure. There were events taking place, a timeline that kept the pressure on the PCs to solve the mystery, interesting NPCs to interact with and cool places to explore- all without being linear or feeling like a railroad.
L2 is my second favorite adventure. It's one of the few I got to be in as a player instead of running as a DM.