Language, history and curiosities in games.
I recognise good playtesters by my (frequent) urge to strangle them.
You can make (most) designs interesting through your play-talk—but when published, your design needs to speak for itself.
Of course, I do a bit of sports and I read, all the natural things. But there isn’t a big pastime where I need to flee from the world. I am already in my own world, in the rich world of games.
The goal is to win, but it is the goal that is important, not the winning.
People think my games are not thematic because I don’t have a different rule for every piece.