AbdulAlhazred
Legend
You know exactly what the risks and rewards are. On dungeon level 1 you will face level one monsters and recover level 1 treasure, it's spelled out clearly in the MM and DMG! The details are left to the DM to draw up, but the exploration rules, schema of rooms, corridors, etc. is clearly delineated in multiple ways, etc.I agree with the dimensions, I consider the impact much smaller however
the players never knew the rewards, you do not know what treasure is where in the dungeon and how to get to it. You do not know the risks / danger either, they can proceed cautiously, but there is no real risk vs reward decision the players are aware of and can use to determine a best course of action.
The dungeon is still designed and set up by the DM too, I see little difference between doing that and a module like Ravenloft or DL1.
And there are all sorts of conventions and rules of thumb, all explicated in the rules and associated materials about what sorts of things are acceptable material for a dungeon and which are not.
Tomb of Horrors literally rests on all of this, its conceptual basis is breaking those rules! It even says so, explicitly in the module, and then suggests the use of pregens, which are even supplied, due to the unusual nature of the material in this respect.