make your games interesting
design your setups to facilitate engagement and even drama
feel too many focus on balance or thematic fit or novelty without giving much thought to player experience beyond "will they riot"
it's attractive to put all the burden to make a game fun on your audience, some mafia equivalent of giving kids a cardboard box and telling them to use their imagination but the community is so broad and diffuse that this is a sort of russian roulette
how do you design games to be reliably exhilarating? that's the big q, not this