Ok, so my standing view on the universe of gaming is that adventure design is at least a decade or more behind where we are on rule and game design. Every now and again I stumble upon a product, like GWG's 50 Fathoms or Robin Laws' Rune, that does something really interesting or something like Dog's town creation that can be used to powerfully focused effect, but then I look around some more and am left with the sense that the overall level hasn't been brought up meaningfully.
So, my question is this: What is out there that proves me wrong? If I want to see really clever, interesting adventure design, what do I look at. Now, I'm pretty well indifferent to content. I'm all about the presentation and handling of information in a way that makes the transition from something written on the page into a badass game session. If I need to read about fluffy bunnies in technicolor tuxedos to do it, so be it.
Now, one qualifier - there are a lot of indie games out there that I've got a lot of love for that have other solutions to this problem, be it by empowering players to a point where "adventure design" is no longer even an appropriate term (Like PTA) or by making a game which is one adventure, like the Mountain Witch. That's not really the path I'm looking at - I'm in that space where D&D modules live, and I want to see what peopel have done to bring that format kicking and screaming into the present, or at least the late 90s.