Designing Tabletop Games Through Failure

Many of us have at least a few failed game designs sitting around somewhere. Instead of lamenting those failures, we talk about how to leverage them to improve your skills and inspiration. Whether you’ve already got a game published or are just now thinking about entering the fray, we want to share some of our stories of failure turned into something positive from various angles of the tabletop game design field.

Panelists

Andrew Hackard [Munchkin Line Editor, Steve Jackson Games], Scott Morris [Director of Business Development, GTS Distribution], Mike Abrahamson [Game Designer, Adventurer's Guild Games]