Some tips for creating a print-and-play version of your game, from the BoardGameGeek design forum:
http://boardgamegeek.com/article/9950854#9950854
SEE ALSO:
http://cardboardedison.tumblr.com/post/20879731110/miscellaneous-tips-for-creating-a-print-and-play
Demoing your game: tips from the BoardGameGeek design forum
http://boardgamegeek.com/thread/848459/demoing-a-game-looking-for-advice
Jesse Catron (@ktronod) on chrome rims on games, having a repertoire of mechanics, deck-building, the importance of focus and more:
http://bellwethergames.com/bellwether-resources/featureddesigners/192-jesse-catron-interview.html
Legal considerations for board game designers and publishers, including Kickstarter projects, registering a business, working with freelancers, trademark issues and more:
http://lawofthegeek.com/2012/08/27/lotg-23-law-for-geeks-a-gencon-panel/
Wolfgang Kramer on changes in the board game industry, originality in game design and more:
http://meepletown.com/2012/08/game-designer-interview-wolfgang-kramer/
“Many designers, myself included, have a tendency to add on this cool idea or that to the games core. Sometimes it meshes well but often it’s cumbersome and detracts from the game experience. It’s like putting a giant spoiler and spinning chrome rims on an Aston Martin; it may seem cool at the time but you are destroying a thing of beauty.”
Questions you should ask playtesters
http://boardgamegeek.com/thread/848671/playtesting-questionnaire-creation
Friday is the deadline for The Game Crafter’s Steampunk Design Challenge:
http://news.thegamecrafter.com/post/26404680048/steampunk-design-challenge
Some principles for creating an expansion, from Scott Caputo (designer of Kachina/Völuspá):
- It has to be desirable.
- It has to feel like part of the original game.
- It cannot make the game feel overly long.
- The new [components] have to work well together.
- It needs to allow for more planning.
http://boardgamegeek.com/blogpost/12929/designer-diary-voluspa-or-how-a-native-american-su
SEE ALSO:
Lessons learned designing an expansion, by Grant Rodiek (@HerrohGrant):
http://cardboardedison.tumblr.com/post/19177839103/lessons-learned-designing-an-expansion-by
Special considerations when designing and publishing solo games:
http://boardgamegeek.com/blogpost/12931/designing-solo-games-a-fools-errand
Unpub Protozones by Cartrunk Entertainment (@CartrunkEnt) headed to conventions in N.C., Arizona, Maryland, N.J. & Michigan:
http://us4.campaign-archive.com/?u=555654fce7a68d736c015d4ec&id=707174f2bd
What is your paper of choice for making prototype cards? Tips from the BoardGameGeek design forum:
http://boardgamegeek.com/thread/848147/what-is-your-paper-of-choice-for-making-prototype
SEE ALSO:
http://cardboardedison.tumblr.com/post/20806040669/what-to-use-for-prototype-cards-some-ideas-on
Uwe Rosenberg discusses self-publishing, making good game expansions, the worker-placement mechanism and more in an interview on MeepleTown:
http://meepletown.com/2012/08/game-designer-interview-uwe-rosenberg/
A roundup of Kickstarter advice. Top of the list: Don’t pay for Kickstarter advice.
http://gmskarka.com/2012/08/27/insurgent-creative-never-pay-for-kickstarter-consulting/
“Totally uncontrolled aggression can unbalance a game and unbalance a social environment alike.”
The problem with naked aggression by players, and how to contain it:
http://www.mechanics-and-meeples.com/2012/08/27/the-problem-with-naked-aggression/
Do’s and don'ts for creating modern rule books. Chris Kirkman (@dicehateme) visits the On Board Games podcast (@OnBoardGames):
http://onboardgames.libsyn.com/webpage/obg-88-the-rules-of-rules
