Originally Posted by
Worst Player... ever
You could have lots of basic goblin caves, but scumming/boredom could be solved by having the dungeon be destroyed when the last monster is killed and you exit. Kinda like the Ogre Caves in ADOM. So such low level dungeons would only be a level or two deep and they'd disappear pretty fast. You'd have to have some degree of random dungeon generation to make up for this.
It would help prevent scumming, plus there could be some benefits to the nearby town so wiping out a dungeon wouldn't just be a chore. Like if you wipe out all the dungeons, travel and trade becomes easier so prices drop.
Maybe store prices in towns could be contingent on how many nearby dungeons there are. Unsafe towns would both cost more and pay more for your goods. You could work as an honest merchant, travelling from town to town if you wanted.
Taking this a step further, wandering wilderness monster levels and frequency can be dependent on how much civilization is nearby, vs how many dungeons. It's much better than having arbitrary settings. And it's incentive... if you're level 21 but take some time to wipe out a goblin tribe, that's less goblins you'll see when you're travelling on the road.
Point being, your character would be in a position where he/she is wiping out the dungeon not just for the basic goals of experience levels, gold, and quest resolutions, but also for reputation and indirect benefits.