“Don’t be afraid of getting your designs stolen. Your games won’t be any good if you don’t openly share them with as many strangers as possible to get honest feedback.”
What good books can teach game designers:
http://www.wiltgren.com/2015/02/23/what-good-books-can-teach-game-designers/
Gil Hova (@gilhova) on the do’s and don'ts of playtesting, NDAs, writing rules, self-publishing and more:
http://theinquisitivemeeple.com/2015/02/20/designing-meeples-with-gil-hova/
Applying the “rule of three” to a game pitch, gameplay characteristics and unknown elements:
http://boardgamegeek.com/blogpost/38869/game-design-101-power-three
When and how to use negative points:
http://danielsolisblog.blogspot.com/2015/02/choice-and-time-when-do-negative-points.html
The benefits of microgames as a design exercise:
https://oakleafgames.wordpress.com/2015/02/11/design-exercise-microgame/
How to find–or build–a game design community:
http://www.leagueofgamemakers.com/a-league-of-your-own-building-a-game-design-community/
Reflections on playtesting: making changes, stopping it early, picking players and more:
http://boardgamegeek.com/thread/1318171/reflections-playtesting
Kickstarter lessons learned: building a community, setting prices, getting reviews, videos, and more:
http://boardgamegeek.com/thread/1315808/post-mortem-necronauts-kickstarter
