Countering common fears about game design:
Ludology answers listener questions about pricing a game, asymmetry, precise positioning and more:
http://ludology.libsyn.com/ludology-episode-109-were-listening
Three ways of answering the question: “How many times do I need to playtest my game?”:
http://www.leagueofgamemakers.com/how-many-times-do-i-need-to-playtest-my-game/
What to do about “degenerate games,” where someone playing in the spirit of the game will lose to someone who plays by the letter:
http://www.mechanics-and-meeples.com/2015/07/27/talking-about-my-degeneration/
What makes a game “unpublishable”:
http://www.critical-hits.com/blog/2015/07/24/what-makes-a-game-publishable/
Qualities and skills that make a good co-designer:
http://www.disagreeabledesigners.co.uk/2015/07/24/co-designing/
Advice for showing your game in public for the first time:
https://boardgamegeek.com/thread/1406315/first-public-showing-any-tips
SEE ALSO: https://boardgamegeek.com/thread/1406521/what-i-learned-running-game-designer-farmers-marke
The Legal Moves podcast discusses considerations for design partnerships:
http://www.strebecklaw.com/legal-moves-episode-2-partner-up-or-go-solo-part-1-with-jeremy-commandeur-and-brian-henk/
http://www.strebecklaw.com/legal-moves-episode-03-partner-up-or-go-solo-part-2-with-jeremy-commandeur-and-brian-henk/
How to ask playtesters the right questions:
https://oakleafgames.wordpress.com/2015/07/22/feedback-asking-the-right-questions/
A framework for understanding the connection between rules and player experience:
https://boardgamegeek.com/blogpost/44188/mechanics-dynamics-and-aesthetics
A quick tip to help players understand your game better:
http://lawofgamedesign.com/2015/07/20/theory-explain-the-purpose-of-options
How individual “red threads” of playtest feedback can form a “red flag”:
https://oakleafgames.wordpress.com/2015/07/17/feedback-red-threads-and-red-flags/
