I'm curious, what would be your ideal fantasy adventure that a TTRPG should be able to handle elements from?
That's a fair question. I'm not in practice a huge fan of Fantasy as a genre; my favorite author who comes close to D&D is Pratchett, and to a large extent he's simultaneously writing Satire while taking the piss out of Fantasy. My attitude is kinda like Superheroes: I think there are awesome stories waiting to emerge in TRPG play in the genre, but much of the source material is crap (or at least has aspects that drive me up the wall, like recurring villains).
As I think about it, I realize that I can't think of a single piece of published fiction, at any length, that I want to replicate in a TRPG. I'm happiest, I think, when the story of a TRPG emerges from play, rather than is imposed by the GM (or a published adventure). The characters have goals, and they set out to attain them; the party work together in the attainment of those goals (probably in sequence, though I have a party that is working in an odd parallel). I mean, I like at least some of the usual suspects (Zelazny, Ellison, Donaldson) but there are others (Tolkien, Martin, Rowling) that I pretty much cannot abide. Looking at that list, it seems as though much of the Fantasy I like is pretty much the least like D&D, which seems as though it might mean something.
It's not as though novels or other media are never an influence or a source, though. I mean, I'll grab things from books and plop them into my campaigns: I dropped Calla from King's Dark Tower into one campaign (with a different mechanism behind it), and I grabbed the title of a pretty mediocre book and the Epiphany Machine is a creepy thing that now exists in my setting. Those are probably not exactly what you're asking about, though; I'm probably trying to prove that I crack the occasional non-gaming book
Is that a suitable answer? If you were asking what elements I'd like to see included, that's a different answer.