“Game designers aren’t the only ones who find it hard to let go of clever mechanics. It affects early playtesters, too.”
A massive post touching on lots of legal issues facing board game designers and publishers:
http://www.jamesmathe.com/dammit-jim-im-a-publisher-not-a-lawyer/
Elevator pitches: even more important than you think:
http://boardgamegeek.com/blogpost/34744/how-build-game-9-work-your-elevator-pitch
A taxonomy of game scoring methods:
http://paulowengames.blogspot.com/2014/10/point-tracking-methods.html
The State of Games podcast discusses some important decisions that face designers, publishers and players:
http://dicehateme.buzzsprout.com/3256/211145-the-one-about-making-good-decisions
How to give and receive feedback on a Kickstarter campaign:
http://stonemaiergames.com/kickstarter-lesson-123-how-to-give-and-take-tough-love-feedback/
The benefits of prototyping early in the process:
http://boardgamegeek.com/blogpost/34718/how-build-game-8-build-your-prototypes-early
Different ways you can make Kickstarter backers feel valued:
http://stonemaiergames.com/kickstarter-lesson-122-the-5-love-languages-of-crowdfunding/
Getting players invested in your game’s theme:
http://oakleafgames.wordpress.com/2014/10/08/choosing-a-game-idea
Why marketing your game should begin as you design it:
http://boardgamegeek.com/blogpost/34663/how-build-game-7-want-kickstart-your-game-marketin
How to go about cutting from your design:
http://boardgamegeek.com/blogpost/34638/how-build-game-11-cut-cut-cutfind-base-game
Australian playtesting events for October 2014:
http://www.reddit.com/r/tabletopgamedesign/comments/2ii18e/australian_playtest_events_october/
The theme for the October 2014 24-hour game design contest is “pumpkin”:
http://boardgamegeek.com/thread/1248370/24-hour-contest-october-2014
