The Ludology podcast discusses games that tackle controversial subjects:
http://ludology.libsyn.com/ludology-episode-105-teach-the-controversy
Tips & Resources for Board Game Designers
The Ludology podcast discusses games that tackle controversial subjects:
http://ludology.libsyn.com/ludology-episode-105-teach-the-controversy
The theme for the June 2015 24-hour contest is “assassin”:
http://boardgamegeek.com/thread/1378720/24-hour-contest-june-2015
Tips for networking at cons:
http://www.leagueofgamemakers.com/connecting-at-conventions/
Tips to make the print-and-play version of your game easy to use:
Tips for making your game’s text clean, consistent and clear:
Using relative numbers to strengthen a game’s design:
Jamey Stegmaier (@jameystegmaier) discusses Kickstarter, game content, designing for first-time players and more on the Game Design Round Table (@TGDRT):
Reiner Knizia (@ReinerKnizia) on making salable games, working with publishers, designing for two players and more:
http://matthewgravelyn.com/designer-interview-reiner-knizia/
“Designs can start from so many different places: mechanics, theme, audience, format, components, experience. But none of these things are optional and the earlier you start thinking about all of them, and how your game will blend them into a cohesive whole, the better each individual piece will be, to say nothing of the whole.”
Jay Treat (@jtreat3) on playtesting, forgetting your ego, design starting points, player joy and more:
Ways to make a board game A.I. mimic human behavior and emotions:
https://boardgamegeek.com/blogpost/42313/what-if-game-could-hate-you-answering-high-flying
The Building the Game podcast (@PodcastBTG) offers lots of advice for writing a good rulebook:
http://www.buildingthegamepodcast.com/2015/05/24/episode-156-rippin-rules-and-robbin-forts/
Designing with Kickstarter in mind:
http://www.leagueofgamemakers.com/designing-for-kickstarter/
Should game designs require honesty from players? A Reddit tabletop game designers forum discussion:
Data and tips for designing two-player games:
The Plaid Hat Podcast on how to playtest:
“Don’t attack design problems one at a time. Consider pairs together. Use one problem to solve another. For max combo points.”
What to do when you learn about another game in development that’s similar to yours:
http://stonemaiergames.com/whose-name-is-it-anyway-a-guest-post-from-the-creator-of-cauldron/
Writing rules for brevity: