It’s been interesting to convert GM advice into an actual adventure – instead of arguing against, for example, ‘you have to do the adventure’ thinking by GMs, actually writing an adventure area that supports PCs that don’t get ‘hooked’ but actually do what their character wants to do.
And calling it an ‘Adventure area’ rather than just ‘an adventure’ is even a result of turning GM advice into material. You don’t ‘have adventures’, you engage with an area of an imaginary world. What is an adventure is something that is seen in retrospect, like a story generated at the table. You don’t decide to have an adventure, you just engage in things that in retrospect was an adventure. And areas of imaginary world can be seeded to more likely trigger an actual adventure to occur.