Playtesting Board Games: 12 Lessons I’ve Learned
Lessons I’ve learned from over two years designing and playtesting board games. Takeaways for playtesting your games.
Lessons I’ve learned from over two years designing and playtesting board games. Takeaways for playtesting your games.
An analysis of genre classifications in tabletop board and roleplaying games, and how we can think about hybrid designs in useful ways.
An analysis of how and why we remember certain experiences more vividly than others, and how this applies to games.
Endowment effect and divestiture aversion as it relates to playing and designing tabletop games.
Writing a great game rulebook can be hard. Here are some considerations as you create your own.
Rulebook design in games can be difficult. Here are three principles to help guide your rulebook creation.
Games: Agency as Art is a book by author C. Thi Nguyen. It analyzes gaming as a mode of art and posits a theory of what games deliver to players that is unique and distinct from other media.
Theory of Fun for Game Design is a book by longtime game designer Raph Koster, who analyzes learning and design systems in gaming.
The Building Blocks of Tabletop Game Design is a book written by Isaac Shalev and Geoffrey Engelstein, aimed at game designers looking to expand their knowledge of gaming mechanisms.
Gametek is a book on tabletop gaming by author Georffrey Engelstein. It covers a wide variety of topics including the math and history underscoring games and game design.
Holding the Lead: King of the Hill in Combative Board Games By MARK WILSON One of the more controversial elements of some of my favorite
Open Information and Game Flow: How Game Design Incentivizes Analysis Paralysis By MARK WILSON Chess is a perfect information game. While it’s become popular to
Thematic Games and Role Differentiation By MARK WILSON I don’t think it’s terribly controversial to say that so-called “thematic” board games – as loosely defined
Sidetracked: Incorporating Meaningful Side Quests Into Campaigns By MARK WILSON Ah yes, the side quest. Proverbial bastion of endless possibility, and a break from the
Jaquaysing a Dungeon Learning from the best dungeons of yore By MARK WILSON Historical Note: This article refers to a coined term that references now-deceased
Make It Your Own Stealing & Adapting non-RPG Elements Into Your Game By MARK WILSON Adapting Media into RPGs This article will focus on stealing
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