I've recently discovered Wizardawn, thanks in large part to the B/X Misadventures in Randomly Generated Dungeons thread on rpg.net. (Despite its flaws, it's still possible to find jewels on that site.) I urge you to go and read the thread in question, and take a look at Wizardawn - it may be the greatest RPG-related website in the world. Possibly the universe.
I think this means we are now at the stage where it is possible to run D&D as a roguelike. Computer technology is sufficiently advanced that a near-infinite number of randomly generated dungeons can be created, each at the click of a mouse button. The features of *band roguelike play - permanent death, a respawning dungeon that is generated from scratch each time it's entered, and unfeasible, unfair and jumbled-up elements - are replicable, and extremely easily so.
It gives me the urge to do what I've been wanting to do for a while, which is run a BECMI out-of-the-box game set in the Known World. A town in Karameikos or Ylaraum or wherever, with a mysterious and legendary pit on its outskirts which people say leads to the Abyss and which is never, ever the same way twice. Adventurers enter and usually never come back, but on the rare occasions they do they sometimes come back with gold, platinum, silver, precious jewels, or magic items. There is enough of this to allow the town to exist despite lack of other resources in the area, and the fame of this pit spreads - not enough for everyone to know, but enough to attract a steady stream of foolhardy risk-takers who have nothing else to lose. Vagabonds, runaways, thrill seekers and criminals, people with low self-worth or no responsibilities who are willing to brave the dangers of the underworld in an attempt to get rich or die trying. "Do YOU dare to enter the Abyss????" etc. A back-to-basics campaign with an approach that only modern technology permits.