Dungeon World in, you know, a dungeon.
In reply to rabideldar (msg # 2):
Sort of, though Diablo didn't originate that concept. That, as I understand it, is the prototypical "dungeon crawl" approach. The adventure happens in the dungeon, not outside it.
In Dungeon World, there are moves that hinge on being around some kind of civilization, and hiring NPC help is a definite aspect of the game. So, yes there would be "trips to town" or interaction with whatever kinds of settlements the dungeon itself can offer. But the challenges the adventurers really face would not be in the town. If someone is killing townsfolk, it's not another member of the town, it's something in the dungeon coming out or otherwise influencing the surface.
Any killing or destruction the PCs engage in outside of settlements will have the tacit approval of everyone living in settlements. If they kill lizardmen, say, then they might lose access to the lizardman settlement, i.e. it might become a part of the dungeon rather than a part of "civilization."
I'm looking for certainty, not gray areas.