Reynard said:
The cards aren't the important part. The important part is that the mechanic is built around the idea of forcing the PCs into courses of action for the benefit of the DM's "story".
I'm afraid I really don't understand where you are coming from - I presume that you don't think DMs should take random room layouts and roll randomly for monsters and treasure in each location - in other words that the DM puts some thought into designing adventures/adventure locations.
And yet how would it be possible to design a credible (or interesting) adventure without there being an implied story to it?
Furthermore, you mention RBDMing... one of the key features of being a RBDM is that actions (or inactions) by the PCs have consequences, and that world events can and will continue on regardless of the specific actions the PCs are taking (or not taking).
I think you are completely misunderstanding the purpose of the mechanic - which is to give all DMs a reasonable, balanced and thought-through means of awarding xp for something other than killing stuff and takings its treasure.
The quest idea is an interesting one because it brings to the surface things which the PCs can get story awards for (rather than them just stumbling across "story award xp" as sometimes happens.
Similarly, how many adventures start with "The merchant wants to hire guards to get his caravan safely across the burning desert..." or "patron x wants to hire y in order to do x for him".
Unless an adventure is run by rolling on the encounter tables while trudging across the wilderness, a game session normally involves at least a tacit agreement between the DM and the Players, that the DM will attempt to set up something that the Players will find fun, and they won't bother ignoring all the effort the DM is putting into something and going and doing something else instead.
Maybe you have different experience and expectations though? I'd be slightly curious to find out how you would normally expect adventures to work.
Regards