DON'T USE BOXED TEXT OR READ-ALOUD TEXT IN MODULES.
I listened to a long review on the Save or Die Podcast (a podcast I enjoy very much) talking about an intriguing module/mini-setting called Whisper & Venom. The SoD crew waxed poetic about the art, the maps, the production values, the boxed set, the hardcover, the adventure and NPCs and locations; but they said two words that killed it for me: boxed text.
I don't care if it's a TSR module or OSR module; I don't care who wrote it, or what ideas it has. I will not run a module that contains programmed text meant to be read aloud by the referee. I'm no longer going to buy or support modules that I know contain read-aloud text from OSR publishers. It's a holdover from tournament modules, which aren't fit for campaign use, and should not be used as a model for designing adventures today.
Read-aloud text should never have been a part of an exploration game. The whole concept of D&D is that player characters are discovering what is in a previously unknown environment through their characters' actions. Either read-aloud text is made of clues about the room, in which case it has to be listened to carefully and parsed line-by-line by players, or it doesn't and it is just a waste of time. If I'm running a module, I need a concise description of the room that I can convey to the players as their characters explore it. All clues should be in the room description, not some in the boxed text and others buried in the other description paragraph.
This is a foot-down issue for me. It's 2014! Stop making modules with boxed text.