Inspired by this post:
McTeddy wrote: When I asked Steve Jackson one piece of advice for designers he answered "Playtest it again."
Decided to ask the following question on twitter: "Board game designers and publishers - what is one piece of advice you would offer to a new designer?"
The responses have been very helpful and would like to share them with BGDF.
@FerrelES - From the publishing side, if you intend to self-publish, you need to truly understand your cost per unit. Super important
@gilhova - Don't overvalue your ideas. Instead, playtest relentlessly to figure out what works in your game.
@U1traWolf - What Gil said + learn as much as you can. Physics, History, Psychology, etc. all that will help making games!
@KindFortress - Prototype as soon as you can. Immediately. Don't let the game sit in your head, or you'll never learn if it works.
@Battlejack - I agree with cost per unit, think about production and design with affordable cost in mind.
@TidalGames - don't bring anything to Kickstarter or a publisher that hasn't seen a 100 hours of table time.
@ProteanGamesCo - to concur, $/unit. Make components multi-use. Minimize wasted space and # of component types. Minor tweaks make a big diff.
@ProteanGamesCo - Write down rules. Hand rules and game to strangers. Watch them play. Do not interfere. Die of embarrassment. Rewrite rules.
@Battlejack - ohh that is a good one, if the range of players is dramatic, that should probably be 100 hours for each end.