“Set the game aside from time to time and come back to it after a break. You will be surprised with all the new ideas and insight your subconscious mind will develop.”
— Tushar Gheewala, inventor of Ninja versus Ninja and Letter Roll
“Exceptions-based games are defined by their components’ ability to break the rules. When people try to create immutable rules sets to “contain” them, it fights against the game’s nature. Why fight nature?”
— Eric Lang (@eric_lang)
“Sometimes, in the quest for elegant simplicity, designers over-abstract to the point where the game is actually harder to grok.”
— Eric Lang (@eric_lang)

AEG seeks games set in Tempest, a fictional city-state whose characters will inhabit board games that the company is soliciting from designers.

Todd Rowland (@toddrowland) explains on The Little Metal Dog Show (@idlemichael):

http://littlemetaldog.com/2012/07/13/episode-43-salutempest/

SEE ALSO: AEG’s Tempest Designer Resource page: http://www.alderac.com/tempest/designer-resource/

“Me being stuck on a design is the game’s way of telling me that I am not going in the right direction.”
— Brenda Garno (@br)
“The longer your game, the more devastating a land mine luck can be if it takes away player empowerment. Use luck, yes, but use it wisely.”
— Flip the Table (@tableflipsyou)
“Designers: Use band-aid rules sparingly. Remember, we have the power to reverse time and prevent the boo-boo from ever happening.”
— Stephen Glenn (@spielfriek)
“Too many games spread themselves thin to broaden their appeal. In a marketplace glutted with choice, specialization is key.”
— Eric Lang (@eric_lang)
“I won’t be the first to say it, but I’ll say it again as it’s worth mentioning: Only pitch to people who care to hear it. Pitch to the right publishers.”
— Grant Rodiek (@HyperboleGames)