Anyone who has played roleplaying games such as AD&D, Runequest, GURPS, or even the computer versions such as Skyrim and the evergreen NetHack, gets struck by the ludicrousness of the whole dungeon crawl situation. Why do these things exist?
Of course, while you're playing, you're concentrating on keeping your character alive, but between episodes of excitement you start to see that it's a bit silly. If you are of creative disposition you start to make up reasons for it, unless you're playing NetHack in which case a pause while you think will somehow cause your character to die, possibly of starvation if you don't do something to find food soon - and when you do it's probably poisoned so you die anyway. I don't play NetHack myself.
"Springtime For Deathtraps" is set in a world where the presence of lost temples full of traps to guard a hidden wealth is taken for granted and the occupants of this world have to learn to live around it. They might, for instance, buy a trap-laden temple for the express of storing their wealth. If they accidentally locked the key in with the wealth they might have to call in the greatest living trap expert to retrieve the key. Enter Xnab and his group. The task of retrieving the key is going to be difficult even for Xnab because this particular temple was designed by the world's greatest trap expert EVER!
It's a bit of fun, and very welcome too amid so many beautiful but grim stories.
Find "Springtime For Deathtraps" by Marjorie James and read by John Cmar at Escape Pod