“Not all problems have easy, perfect solutions, and you shouldn’t be afraid to try something unusual when all the solutions are messy anyway.”
— Teale Fristoe (@teale)
“Don’t worry about throwing what you feel may be a dumb theme on a game, it may just work better than you think.”
— Jon Gilmour (@jongilmour)
“If you find that the current game is just frustrating, throw it in the pile and start working on something else. It’s okay to make a bad game. It’s not okay to release a bad game.”
— T.C. Petty III (@PuppyShogun)

Ignacy Trzewiczek (@trzewik) on why playtesters are liars, pitching to publishers, making beautiful prototypes and more

Advice for how many different designs you should work on at the same time

The Meeple Syrup vidcast (@MeepleSyrup) discusses print-on-demand and prototyping services such as The Game Crafter and Print & Play Productions

Graphic design advice for tabletop game designers, from Daniel Solis at Unpub 5

“It’s easy to get attached to a style, or to rules or simply to lose sight of everything that is possible – so it’s worth periodically doing something that pushes your comfort zone a little to expand your horizons.”
— Greg Carslaw (@3DTotalGames)
“Focus on 1. Fun, 2. Decisions, 3. Interaction. If they aren’t enjoying themselves, nothing else matters.”
— Matthew O'Malley (@BlackOakGames)
“Play a lot of other people’s games. It will give you a lot of insight into how other designers work, and may help you build up a good network of people to help you in your process.”
— Matthew O'Malley (@BlackOakGames)
“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.”
— Ben Rosset (@BenRosset)
“Your job as a designer is not to please everyone. You can’t be everyone’s favorite game. Make a killer game for someone and you.”
— Grant Rodiek (@HyperboleGrant)
“It is very easy to want to get the game out of the gates as quickly as possible and launch it on Kickstarter or sell it online as soon as possible.  Wait.  Get it play-tested and refined.  Do your research both on the design end and the business end.”
— Dan Letzring (@LetimanGames)