It is kind of funny that after years of trying to find a good explainer on how to run a dungeon, running dungeons, then running a megadungeon, the case is that to run a dungeon you need rooms with activities in them, and when you have completed or become bored of an activity you move on to the next one. Also, agency and exploration are expressed by foreshadowing activities (or not!) and letting players pick which activity to engage with.
It's really that simple. The practices is more about the individual trees than the cohesive forest. That's what dungeons have been and all they have to be! A way to organize the roleplaying game activity into a variety or prompts. The Dungeon is the obfuscation technique that is deployed to enchant the whole process. Not only are you cycling through roleplaying prompts, you are doing so in the context of a series of "rooms" within the dungeon.
