I'm running a super casual Into the Odd drop-in game, running The Iron Coral adventure location. It's a real shift from my usual GMing/refereeing style. Just leaning into the tone and strangeness of the environment, which wouldn't be possible without such a crackerjack dungeon, shout out to Chris McDowall.
I think dungeon crawling rocks and is underrated, but that most systems have too many rules for it or too few, and it leads to fewer players thinking they enjoy it as a pillar of play.