“It’s easy to get complacent in a design. You’ve played it a bunch, your friends all seem to enjoy it, folks who are friendly to you are encouraging, and you start thinking that it’s pretty locked up. Having another designer there to ask questions, to keep the team restless, [can be] handy.”
Two posts with tips for a productive design collaboration:
http://hyperbolegames.com/2014/05/19/josh-and-i-discuss-collaboration-in-design/
Finding your “design landmark”–that one thing that fits your theme & experience perfectly:
http://www.leagueofgamemakers.com/choosing-your-design-landmark/
The pros and cons of open information:
http://islaythedragon.com/featured/why-why-why-6-completely-open-information-is-bad/
Unpublished-game playtesting events–what’s in it for you?
http://blog.sarcasticrobotgames.com/2014/05/14/why-unpub-whats-in-it-for-me/
Chevee Dodd (@cheveedodd) joins the Board Games and Beer Podcast (@BGBpodcast_game) to discuss what it takes to launch a Kickstarter:
http://bgbpodcast.com/2014/05/11/episode-4-pull-with-a-hopdevil-or-chew-on-hop-flowers/
Resources for public-domain images:
http://www.reddit.com/r/tabletopgamedesign/comments/252yr7/resources_for_public_domain_images/
What to pay attention to during a playtest, what questions to ask and what notes to take–a BoardGameGeek designers forum discussion:
http://boardgamegeek.com/thread/1170252/how-do-you-run-a-play-test
