I hope we’re still collectively processing that AEG and the boardgaming consciousness draw the line at being pro-AI and lowering the value of game designers…
But don’t draw the line at the insane levels of misogyny exhibited only 2 years ago?
It’s wild to me he wasn’t booted to high hell sooner…
06.03.2026 19:29
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Tbf getting full enjoyment from a high luck & high skill game requires almost a cognitive dissonance... You must try super hard to win, exercising your skill, but also not care much about the final outcome, which may be dashed by luck. (This is also the personality type I most want to play with.)
27.02.2026 16:54
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I’m definitely still in the camp of “there are no bad mechanics”, but I’ve also got a bunch of thoughts why I doubt I’d ever personally use it.
23.02.2026 17:34
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Thanks. Not the worst, we’ll see if they refund it. But also this is partly why I did a smaller campaign.
20.02.2026 18:10
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Literally just paid these the other day 🫠 It’s gonna be such a mess sorting all this out and it’s already caused so much damage.
20.02.2026 16:52
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Which is to say, I want that author's execution. Because the execution is the art. Not only as a physical product, but as an artifact that signifies their effort, practice, and intentionality.
19.02.2026 17:47
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Minus the ai stuff, if you think game design is just combining past ideas, I can’t imagine you’re making anything interesting. To what end are you doing all this?
The mechanics are nothing without the purpose you give them. That purpose is everything. The mechanics are just there to support it.
19.02.2026 18:00
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wow so great finally consequences for shitting on the creatives of the tabletop industry after years of zero consequences for shitting on women of the tabletop industry so cool I feel so much better about this company wow so cool so great
19.02.2026 01:14
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LOL. But this inevitable separation probably should have been clear when Dancey claimed a few years ago that women weren't succeeding due to inability to withstand creative criticism + not designing enough war games and giant robot games.
18.02.2026 23:27
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Today I want to share that Ryan Dancey and AEG have parted ways.
This is not an easy post to write. Ryan has been a significant part of AEG’s story, and I am personally grateful for the years of work, passion, and intensity he brought to the company. We have built a lot together.
18.02.2026 20:06
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No level of cleverness, time-saving, energy and water efficiency, or even ethical processing of data will convince me to use LLMs or AI models in my process. I love the process so much, and I express myself through every step. You can’t automate self-expression. [4/6]
18.02.2026 00:39
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And fair about game designers running businesses. But they never apply the same logic to themselves.
18.02.2026 00:43
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Business bros to game designers: just because you’re a game designer doesn’t mean you know anything about running a game business
Also business bros: I run the business side of a game publisher, so I know everything about game design
Just stick to the numbers…or actually put in the care and effort
18.02.2026 00:43
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Reposting with ALT because this kind of phenomenal disdain and disrespect from within the industry literally against two of their own titles and the designer who made them is important to recognize.
17.02.2026 23:30
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Right? I mean clearly these people have never actually appreciated or cared about any of the stuff they’ve “worked on” before. And I’m putting that in quotes cause really doesn’t sound like they’ve gone anywhere near the process based on all this.
17.02.2026 23:50
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And they’d put their foot in the mouth way less. Like he didn’t have to post any of the awful takes he’s posted over the years. But I mean it’s good to know what’s going on inside the industry.
17.02.2026 23:47
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Coming up with a single random idea is cheap, but thats that’s not even close to what designers do.
You have to come up with hundreds of ideas, filter them, test, refine, make prototypes, test more, iterate, ruminate and tons more to eventually get to what he’s hand waving away as “an idea”.
17.02.2026 23:38
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Well that’s depressing… It’s always the business types saying “ideas are cheap and easy” but then they’re never the ones that come up with those successful ideas. Almost as if it’s not that simple.
17.02.2026 23:29
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10M Free Icons & Stock Photos | SVG & PNG | Download Today
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I use thenounproject.com religiously for my images and icons. And if I can’t find something that fits, I’ll just google and image and slap it on.
You don’t need any skills in graphic design (though perhaps you may need space to develop visual taste) to make a very suitable prototype for pitching.
17.02.2026 17:25
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I know I just said not to blindly follow game designers’ advice….but the one thing I wish people did understand is that every type of game, mechanic, theme etc has a place and purpose. Being smug towards easy, complex, fiddly, “more of an activity” or whatever types of games misses the whole point.
17.02.2026 19:06
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To be fair to those players, I think a lot of them genuinely just enjoy noise and fiddling with a lot of moving parts. Which is all well and good! That's totally valid and a big appeal of board games. This preference only bothers me when it veers into a sense of smugness or superiority.
17.02.2026 18:29
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Forage + Honeypot
A pair of fast and fun games for everyone, from the team that brought you the smash hits Point Salad, Calico, and Cascadia!
It's live!! The game I designed, Honeypot, just launched on Kickstarter!
Two years of loving work. Would be grateful if you checked it out & considered backing!
It's an "I stack, you choose" game where you play as secret agent bears setting and avoding traps!
www.kickstarter.com/projects/fla...
17.02.2026 16:15
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I’ve been there. In our playtest group I make sure to emphasise that feedback should be how you feel, not advice on next steps. It’s made playtesting much more helpful (and pleasant) than back when I was getting “design advice from the pros”
15.02.2026 16:51
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I agree. Its the most important to find your own style and modus operandi. The way I work works for me, no clue if it works for someone else.
Plus one of the most important skills is to filter feedback, to decide what is helpful and what is not.
15.02.2026 13:46
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That's why when people ask me about advice about the industry I usually end up asking more questions than they do. By clarifying their intentions and goals it helps reveal the next step.
The difference between making an indie game, designing for retail, or crowdfunding a game is so vast.
15.02.2026 02:18
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This isn’t any one person. I’ve been stewing on this for ages. It’s a survivorship bias thing where a tiny few designers have made it big. Then you end up with a bunch of homogenous games as everyone’s chasing what worked for them even if their goals and contexts are completely different.
15.02.2026 02:11
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And a plea for game designers doling out advice: please, please, please give context for where you’re coming from. “I put sugar in all my recipes” isn’t helpful if you don’t explain that you’re a pastry chef.
15.02.2026 02:11
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My game design hot take is that you should rarely follow game designers’ advice. Especially industry professionals. Everyone has different goals they’re designing for and contexts they’re coming from that it’s rarely going to apply to you.
Definitely listen, but don’t feel like you have to follow
15.02.2026 02:11
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Respectfully disagree? It can, & often is. System literacy makes the teach easier, for sure. Coming to a heavy euro completely uninitiated is going to be a rough on-ramp. So there's additional difficulty. But we often imagine it's all impenetrable shadow magic when it just asks for a bit more prep.
13.02.2026 18:14
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Yeah, I don’t disagree fully either. The issue I’ve got is that a lot of this type of advice you see comes off as “im a better game designer because I make games for the average person”. But the “average person” doesn’t actually exist, so you end up making something that isn’t really for anyone.
13.02.2026 16:40
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