I'm currently running Half-Dead City. I posted some critical comments (as well as compliments) earlier in this thread, so it's time I came in and posted an update based on actual game play.
We're about halfway through the second exploration site.
One of the things I'm particularly enjoying is the mix of logical-consequences (reasonable explanations for the church running the lottery, and their attitude toward it; reasons for why all the critters are at any particular site) with a liberal spicing of misdirection and the twisting of expectations.
The first encounter in the Pentheru mausoleum was absolutely a delight.
This adventure has so far resulted in a level of clever (or, sometimes, "oops-we-really-wish-we'd-been-more-clever") play, without ever tilting over into boring over-caution. The players are thinking more, and having tremendous fun solving things by interacting with the scene in the adventure, rather than just through dependence on reference to specific character powers. (That is, everything isn't "I can solve this with this spell" or "I beat it into submission," it's much more frequently "hmmm, what's going on here, and how to we want to approach dealing with it.") And it's great fun listening as the players come up with their own theories for why certain things are where they are (such as a certain cut rope, or a certain axe and its wielders).
My group has been playing together for years, so it's not like I need the adventure to teach them how to play the game - and yet, it is, in a wonderful way, doing just that. It simultaneously sets expectations and rewards a style of play that is incredibly fun.
Jim Groves, with this adventure, you've moved up into the top of my list of preferred adventure writers. And the best part is, we still have the second half of this chapter to look forward to!