>>95967297 (OP)The world is the 'dungeon'. Points of interest are the 'rooms'. Roads, paths, rivers are the 'corridors'. In a city replace with streets and buildings. NPCs are presented, with varying personas and agendas. If players find them interesting enough to engage with the storyshit emerges. If they get killed on the spot then move on. If players storyshit between each other I get a coffee break and occasionally a free plot hook.
There is, on the background some overarching goal to give the characters a rough direction to work towards. Players can go at it fast, catching the opposition unprepared, or take their time and power themselves up with xp, items and allies.