“If you’re designing a family filler, just keep it as simply as possible. Trim out every rule you can. Get to the bare bones of your game. Eliminate components. Find the most streamlined version of your game that is still fun.”
The post hoc fallacy in playtesting: why happy players might not be enjoying your game:
http://nerdstable.blogspot.com/2015/03/the-post-hoc-fallacy-in-playtesting.html
Daniel Solis (@DanielSolis) on exploring games, using your clever ideas, eloquent design, layout, fighting players’ instincts, print on demand and more:
http://theinquisitivemeeple.com/2015/03/18/designing-meeples-with-daniel-solis/
“Designers can especially become attached to clever parts because we want to do really original mechanics. But you have to be ruthless. If it slows the pace of the game too much, makes things too confusing, messes up other parts of the game somewhat, or anything like that — it’s a candidate for the chopping block. A good pace is a virtue unto itself.”
Preparing for a Kickstarter campaign: advice for getting quotes from manufacturers, and setting a realistic goal:
http://www.leagueofgamemakers.com/kickstarter-homework-lesson-1-quotes-and-setting-prices/
What developers do and how to work with them:
http://theinquisitivemeeple.com/2015/03/16/designing-meeples-with-seth-jaffee
MicroGame Print and Play Contest 2015
Deadline: June 3, 2015
Prizes: GeekGold
https://www.boardgamegeek.com/thread/1338297/microgame-print-and-play-contest-2015-discussion
Designing around an experience:
https://oakleafgames.wordpress.com/2015/03/12/designing-around-an-experience/
How to reach out to reviewers politely:
http://www.leagueofgamemakers.com/reaching-out-to-reviewers/
Tips for running a playtest at a board game meetup:
http://www.leagueofgamemakers.com/pints-and-pawns-playtesting-with-london-on-board/
Creating better game experiences with fun density and memorable endings:
http://www.leagueofgamemakers.com/fun-density-and-colonoscopies/
