Never provide a dungeon without treasure. The longer they search and find nothing, the more your players will be convinced that the treasure is bountiful and exceptionally well-hidden. If left unchecked, they will eventually dismantle and excavate the entire site in their search for loot.
This is Why We Can’t Have Short Criticism
Here's how this site grew from short essays to novel-length quasi-analytical retrospectives.
A video Let's Play series I collaborated on from 2009 to 2017.
Silent Hill Turbo HD II
I was trying to make fun of how Silent Hill had lost its way but I ended up making fun of fighting games. Whatever.
There's a wonderful way to balance difficulty in RPGs, and designers try to prevent it. For some reason.
This Game is Too Videogame-y
What's wrong with a game being "too videogameish"?