Whether itโs OD&D, B/X, BECMI, or one of their clones, like Old School Essentials and Swords & Wizardry, dungeons are not a pre-requisite for having amazing adventures in fantastic worlds!
Hmm, that gives me an idea to reverse the normal basic-expert (dungeon-overland) game state evolution. The basic concept/gameplay loop could be overland travelling/hexcrawling toward a location/dungeon (a quest/expedition/mythology thingy) and hopefully being strong enough to not die in it. So you basically have one shot to deal/find something within the dungeon because places to restock are too far away.
Yep. In some ways it makes more โsenseโ that way-- rather than have a town awkwardly sitting really close to a very dangerous place, you have to Quest to find the remote location and power-up before you can take it down!
Yeah, itโs more mythologically analogous that way, like the Golden Fleece, Search for the Holy Grail and other stories like that (LotR for more contemporary).