Out of the long lists of "do and don't" of game design, what did you find didn't work for you or was counterproductive when you were a new designer?
That's the discussion topic, I'm adding my own perspective/experience but it'll be a long read, feel free to take the question at face value and comment as you see fit, I'm more interested in others' experiences than necessarily comments on my own.
I myself started my design journey because I couldn't find any games fitting the theme and genre of game I wanted. Adventure/exploration, and more importantly seaplanes (specifically with miniatures).
The first few months I just did my own thing, without reading any forums/reddit/blogs, didn't watch youtube videos about game design. Really learned as I went, wrapping my mind around design and iterating my mechanics. Once I started reading online/watching videos etc I realised that a lot of what I had done goes against often repeated advice / "best practices". But it worked for me, and the more I looked at /heard some of the advice the more I thought that I could've only gotten as far as I did because I did it my own way.
Here's some of the advice and my own approach/thoughts;
Start small - This somewhat contradicts the advice of "design the game you want to play yourself".
I wanted an adventure/exploration game with miniatures, with a procedurally generated map that's never the same two games in a row. I wanted different weapons, crew members, equipment, missions, the whole lot. Sure, half a year down the road I had occasional thoughts of "starting small is probably good advice", but if I hadn't been designing the game I wanted to play I likely wouldn't have stayed motivated.
Don't spend money/time on art - For people who are getting into game design with a dream of making heaps of different games or building a career, this is good advice. Making barebones artless paper prototypes they can iterate and throw away at the drop of the hat.
For me as an artist/creative this wouldn't have worked. Already on day 1 I had an artistic vision of what I wanted, and had to start looking for public domain art I could quickly populate my tiles/cards with, icons for custom dice, and designing some rudimentary 3d models.
To some of us art matters, a lot. Seeing others say that spending time on art is "wrong", or that you shouldn't do it, is frankly almost offensive. Art and being creative is my passion, you think I'd get anywhere with game design if I couldn't at the same time dip into making it appealing? Granted I'm not spending $10,000 hiring others for a game I don't feel is complete, but I certainly have spent more on art supplies and various pieces that I would've had to pay for a finished off the shelves game in the same size.
Pushing people not to use/create art, or being specific about what art they're "supposed" to use, is frankly gatekeeping.
Don't be afraid to kill your game - Again this may work well for those intent on a career, making heaps and heaps of games to learn quickly. For me, I had a very distinct idea of what I wanted to design, that's not something that I'd be changing. If I can't make an adventure/exploration game in the style I've envisioned then I likely wouldn't continue. I'd rather iterate it to get where I'm going slower, than starting over heaps of times to get something that works for others, but fast.
This also somewhat goes hand in hand with the next point, playtesting.
Playtest quickly, kill your game if it doesn't work - I've seen this mentioned over and over, and came to realise how deep/difficult a topic playtesting is on its own. The caveat to this advice is that you're meant to playtest with your target audience. For a new designer that's hard to know, who exactly is your target audience? How will you find them? What games can you compare yours to so that you can gather people who like that game and might like yours?
While I'm making my game "for myself" I of course want others to enjoy it as well, but hearing "if others don't like it then scrap it and start over" rubs me the wrong way. Then yet again that works for those aiming to make games for others, finding a type of game design that has wide appeal.
I've luckily mainly shown my design to people who ended up enjoying it, or were supportive enough to see what I was going for so weren't negative. Only one person told me it wasn't for them, but they explained in detailed how they simply don't like the type of game, with dice rolling, random card draws, etc. So, not my target audience.
Miniatures vs standees - More of a hot discussion topic than necessarily design advice, but as a miniature painter / maker this one hits pretty hard. I specifically want miniatures in my game, I wouldn't be interested in designing a game without any. Seeing the at times very negative views about miniatures is pretty heartbreaking.
Anyway, that's what I got for now. I'm forgetting a heap of other points, but maybe they'll pop up in the comments. Eager to hear what others have to say on the topic.