It is inspiring to read about your "re-discovery" of thin modules.
I also love them. The adventures for DCC RPG will be similarly thin.
In 3E, a module that could be played in 2-3 sessions took about 20,000 words of text, which is 32 pages in print. The stat blocks were long, every little thing had a stat block (including traps and NPCs), and there was usually an appendix or two with the new monsters or magic items.
In 4E, the stat blocks got even longer, and the game got even slower, such that 32 pages took longer to play but provided even less in terms "meat" or plot.
In DCC RPG, the stat blocks are usually 2-3 lines long and there aren't that many of them; I'm ditching the appendices (when
every creature in every encounter is unique, it's kinda pointless to compile them all again at the end...); and there's just a lot less "miscellaneous stuff" required compared to more recent editions.
Meaning, in practical terms, a module that typically plays in about 2 sessions takes only 10,000 words or roughly 16 pages in print. This same module would be around 3 sessions in third edition (because combat takes longer) and much longer in 4E.
So when you first check out the DCC RPG modules, you'll have the same comment - "It's so thin!" Not much reading required, easy to jump right in, and good for several sessions at only 16 pages.
Right now I'm also toying with even shorter, one-session modules as well. They're fun to run at cons and I think would be great for one-shots, too. I will do at least one module that actually consists of two 8-page adventures, each good for about one session.
And the best part is you can roll up a character in about 10 minutes...you don't even need pregens for a one-shot!
Here's to a return of the 16-page module...