Helping a friend at a #storage #unit the other day, I had a revelation: indoor storage units are dungeons, in the #DnD sense. Long straight #corridors, all at right angles, neat units of distance, and #niches full of #treasure to either side.
Which makes me think it would be a lot of fun to run a game in a far-post-apocalyptic-#fantasy setting, preferably without the players knowing at first that's what it is, where they are exploring a #dungeon which turns out to be a buried building. The niches all have cryptic symbols above them they can't decipher, but which appear to be some kind of numbering system. When they pick or break the ancient locks, they find some niches have ancient treasures, while others contain incomprehensible #artifacts, and still others are full of plain junk.
The main danger on the upper levels comes not from #monsters, but from precariously piled heaps that fall down as the doors are opened. The players, of course, will perceive these as #traps.
A dungeon needs *some* monsters. Here they're more numerous on the lower levels, in the form of #undead employees. The players will eventually discover that they venture forth from a chamber on the bottom level, known in the ancient tales as the "Manager's Office." The #Manager itself is the final boss fight.
Upon defeating the Manager and venturing out the door, they find that the lower levels of the building are surrounded by a vast #cavern, with an oddly flat floor and the ruins of a huge sign. The party sage puzzles out the ancient writing: PUBLIC STORAGE.
... I guess outdoor units are ruins, but anyone DMing that game needs to figure out how they've lasted that long. A #curse is a chillingly believable explanation.