|Great Green God|
GM Giuseppe, you might consider posting a complete list of your proposed scenarios, if there are any beyond those that are listed above, and what level of CORE character you are looking for to start. There are a couple of 1st season games that get some play on the boards. Posting such a list might narrow your field a bit and give you the opportunity to make module adjustments now.
Also remember that while there is a certain amount of leeway in how you present things you have to run the modules as written (as set forth by the current version of the Guild Guide), so that they are legal. The current guide offers suggestions on translating older scenarios to modern play (on page 10). Players will still have to have modern versions of the old factions on their sheets, as the old ones are no longer legal to play.
I'm not a fan of murder hoboing roll-play myself. I figure I can get enough of that on bad game console RPGs from the '90s. You are going to find that some folks will have trouble adapting to the style you are pushing for, even if they are interested in trying. It's just not central to their current game experience. There are some games where my characters all, but grapple their fellow adventurers to interact with them in some non-tactical manner, and they still don't get a reply. Good luck, and color me interested if you can get it to fly.