What makes for a good Early 1E module?

Valiant said:
Iv'e been trying to come to grips with coming up with a good list, but am a bit stumped.
So far, I'd say:
1. it has to have a good old fashioned dungeon map. and big enough to fill a page at least.
2. that at least 70% of the module should consist of exploring that dungeon (or equiv. such as a lost city).
3. Expressive and interesting text. No body could write like Gary Gygax. His description of ruins and places were fantastic, and really peaked your imagination.
4. Text Boxes (the ones you read to your PC instead of summarizing it for them). I think these were best left out. THey seemed to act too much like cruches for the lazy DM.
5. Minimal Story. The players should be able to create there own, rather then follow along the module writers.

Do you old schoolers agree with these, if not why? What else made those early 1E modules so destinct?
Goodman Games' DCC modules (including new modules for 1E) cover all these bases. :)

And "piqued." Everyone gets that one wrong.
 

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Player maps should be black and white for copying.

I also much prefer old school maps without all the mass of unnecessary art. I don't want the map to tell me where the beds, chests, etc. are because IMC they may not be. It's about flexibility. Almost every picture in an adventure isn't shown to the players. Why make maps into pictures?
 

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