But the "I don't really understand Campbell" stuff does remind me of a point I've been meaning to make: Classic megadungeon and hexcrawl structures inherently fall into a very simplistic Campbellian pattern.
Hexcrawl in a Points of Light Setting: You leave civilization, cross the Threshold, journey in the wild, and then return home.
philotomy.net/musing/mythic_…
There's a reason why these basic structures remain resonant, even when decades of bad design practice has done its best to smother them up.
GMs, perhaps influenced by "fight-to-boss then quick exit" video games, are neglecting this.
thealexandrian.net/wordpress/2149…
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Partly because it demonstrates accomplishment (you secured this route; look at these things you killed & rooms you looted).
If you look back at the earliest play reports of Blackmoor and Greyhawk, this happened!
Short version: You only gain XP from money you spend on non-adventuring stuff.
thealexandrian.net/wordpress/4095…