For those unfamiliar with Fastaval, consider this post required reading. Written after returning from Fastaval in 2022, it was extensively edited and corrected after the fact thanks to a number of folks I met there to help me ensure the facts correct. (There, as here,...
Co-designing a board game is a wonderful opportunity to bounce ideas around, work with another designer, and of course make something you can be proud of. I’ve worked on almost a dozen games with co-designers as of this post, and I’ve been privileged to...
Occasionally Asked Questions: valid questions I’ve heard from game designers more than once that I haven’t yet answered with a blog post. Hereinafter, OAQ’s. I’ll be answering from my own experiences from within the world of board games,...
Now that your game is in Tabletop Simulator and you have some experience in the program, let’s optimize the player experience. You’re probably aware that playing in Tabletop Simulator is very different from playing in the real world. Our goal here in TTS...
Rules can feel hard to write. They have to make a game feel understandable to the reader, clarify your intentions, and make sure players feel like they know what they’re doing. It’s a weird blend of technical writing that shouldn’t sound like...