A thread offering ways to foster ideas and innovation in your designs:
https://twitter.com/HyperboleGrant/status/986280900869566464
Tips & Resources for Board Game Designers
A thread offering ways to foster ideas and innovation in your designs:
https://twitter.com/HyperboleGrant/status/986280900869566464
“Play published games featuring a mechanic you’re designing around (dice rolling, worker placement, deduction, etc.) Ideally in quick succession. Don’t stress about playing EVERY similar game, but learning a few will help you avoid common pitfalls.”
Advice for interacting with publishers at different types of conventions (audio):
Tips for getting the most from the playtesting process:
https://www.chitag.com/single-post/2017/11/14/Jim-Harrison---Ten-Tips-for-Testing
2018 League of Designers Workshop and Contest
A monthly virtual game design workshop followed by a contest
Deadline: Sept. 1, 2018, with the workshop portion starting in May
https://boardgamegeek.com/thread/1977363/league-designers-workshop-and-contest-discussion
A discussion about how simultaneous-action-selection mechanisms work (audio):
http://www.theboardgameworkshop.com/2018/04/episode-36-simultaneous-action-selection.html
Solo Game Challenge
Deadline: July 23, 2018
Prizes: The Game Crafter shop credit and more
https://www.thegamecrafter.com/contests/solo-game-design-challenge
What to put in a Kickstarter FAQ section:
Tips for pitching using sell sheets (audio):
http://www.boardgamedesignlab.com/pitches-sell-sheets-with-jeremy-commandeur/
Advice for attending a playtesting event: before, during, and afterward:
“Be an artist, not a scientist. Avoid any fixed methodology, and don’t follow well trampled paths.”
What to ask players in a post-test questionnaire--a BoardGameGeek designers forum discussion:
https://boardgamegeek.com/thread/1975599/post-play-questionnaire
The right and wrong ways of including examples in rulebooks:
https://hollandspiele.com/blogs/hollandazed-thoughts-ideas-and-miscellany/e-g
The causes of analysis paralysis, and ways of addressing them:
Comparing several pledge managers that help with Kickstarter fulfillment:
http://www.jamesmathe.com/story-of-the-3-little-pledge-managers/
Advice for writing rulebooks that are understandable, consistent, and usable:
http://www.leagueofgamemakers.com/following-rules-is-hard-writing-rules-is-harder/
An overview of playtesting--what it is and how to do it:
https://geekandsundry.com/how-to-make-a-game-playtesting-advice-from-game-designers/
“The real danger with making rulebooks is that if the wrong rule is more intuitive than the right one then your players will never open the rulebook again.”
“When you design a game, 1. Start with something innovative. This is your best chance to end up with something innovative.”
Advice for designing cooperative games from fans of the genre (audio):
https://soundcloud.com/user-318456537/coop-cast-episode-27-design-discussion-with-matt-leacock
...and from a skeptic of it (audio):
http://www.boardgamedesignlab.com/the-two-types-of-cooperative-games-with-peter-hayward/