I have had some intricately written modules before (Professional & Fan-Created), and they tended to be wonderful until I tried to implement them in a game. In every single case I can remember, I've had to gut the double crosses or reveals from the module and change them around because they just don't work with the game set up, character set up, current resources or, on a couple occasions, were just so obvious to the players it was pointless. (Oh, man - I bet that guy's really an imperial agent.)
In my experience the more intricate and complex the adventure, the more defend it requires the characters to be and the more limited their action is, or predictable it's required to be. It only works if they ask this guy about this thing and learn about this person before the stroke of midnight on the fourth day kinda thing.