This thread is NOT inquiring about "Would you" pay to play; this thread is for people who do or have paid for D&D and are willing to answer a couple questions for a DM who is potentially considering getting into paid DMing. (Yes, I am asking similar questions of DMs in the DMs forum, looking for both sides of things.)
My questions:
What do you think is a reasonable rate of pay per 4-hour session?
Do you prefer modules/official campaigns, or homebrew? Why?
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
Would knowing that the DM DMs non-paid games turn you away from that game?
What are your expectations of a paid DM?
What are some things that you expect out of a paid game that you might not out of a non-paid game?
Why do you pay to play versus finding free games?
Thank you very much for your time and answers, I really appreciate it!
As a "Created a business plan to become a paid DM and then decided not to follow through" individual, I can offer a bit of educated feedback.
Responses to questions in the Spoiler Below:
(1) Worry less about what people are willing to pay and more about what you need to justify your time.
Some people charge $5 per person, while others charge up to $300 per session. If you invest more, you can charge more. If you live somewhere with large populations (e.g. Los Angeles), there are going to be people with more money than sense. If you run sessions online, you'll have a large market, but more competition.
Choose your price based on your needs, and see who bites.
(2) A lot of people who pay for D&D are newer players who (A) don't really know the difference between homebrew and official content, and (B) aren't experienced enough to really commit to the sandbox environment.
Some DMs charge more for homebrew games due to needing to make custom content, so a lot of players will opt for cheaper games, because they're mainly interested in the playing and socializing.
(3) Rules scare away some and attract others. As long as the list is reasonably short, then you don't want to play with the people who get scared away anyway.
People in the POC and LGBTQ+ communities often appreciate knowing that DMs are explicitly creating inclusive spaces, both because (A) we all like feeling welcome, and (B) we want to interact with people we can relate to.
(4) I would be amazed to discover that any DM doesn't run their own personal games for free.
The important thing here is to keep personal and professional life separate. Getting turned away will be less of an issue than having strangers try to become your "friend" just to get into your regular free games.
(5) Expectations range according to your price range, platform, and marketing.
If you are charging a $5 cover fee, then expectations are going to be fairly low. You'll want to be prepared and entertaining, but mostly your job will be being consistent.
If you're charging $300+ per session, then you'll probably be playing in-person, at a house, with props, hand-holding players through character creation, building custom content, and possibly providing drinks and snacks.
(6) The most important thing that a paid DM can provide is professionalism.
A Paid DM needs to know how to keep a game balanced and fair for the players. They also need to be able to recognize and address interpersonal issues, which may include kicking troublesome, paying party members from the game.
You are no longer just the "narrator", you're a true arbiter and need to be in control of the situation from start to finish.
(7) Paid games are reliable, Free games aren't.
(A) New players don't know what they're doing and want someone experienced to show them the ropes. (B) Friends want to play together, but no one wants to, or has time to, DM. (C) Paying acts as a filter, which discourages a large portion of troublesome players. Those who pay are going to be more invested. (D) Those who pay more expect to be entertained. When movies tickets cost upwards of $20, spending $100~$200 for a group to be entertained at home is a perfectly viable option.
(!) Most importantly, unless you live near a major hub and have some credentials, don't expect to be able to quit your day job, unless you have other sources of passive income.
This thread is NOT inquiring about "Would you" pay to play; this thread is for people who do or have paid for D&D and are willing to answer a couple questions for a DM who is potentially considering getting into paid DMing. (Yes, I am asking similar questions of DMs in the DMs forum, looking for both sides of things.)
My questions:
What do you think is a reasonable rate of pay per 4-hour session?
Do you prefer modules/official campaigns, or homebrew? Why?
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
Would knowing that the DM DMs non-paid games turn you away from that game?
What are your expectations of a paid DM?
What are some things that you expect out of a paid game that you might not out of a non-paid game?
Why do you pay to play versus finding free games?
Thank you very much for your time and answers, I really appreciate it!
Probably $10 / player although cap it at 5 players.
So this is tough. I haven't had a ton of luck on pay to play games and don't do it anymore so I guess I'd prefer a module that way i can be sure of the quality. Something I couldn't get anywhere else would be fun though if it was good.
Not at all as I'd prefer games stay away from that kind of stuff anyway.
Only if I was good friends with the DM. If it's just some DM I met on the internet I have no issues.
Regular games. If I'm paying for it, it better be just like anything else I pay for and be dependable.
Play the game the players want, not necessarily what the DM wants to play.
Usually because I can't find a free game. I have only paid once during the pandemic though.
What do you think is a reasonable rate of pay per 4-hour session?
5-20 dollars, depending on the level of effort being put in. Paying for a session honestly ensures something that free sessions don't, which is that people are invested in having a good time. 5-10, theater of the mind is fine most of the time, and I'm ok with just modules. 10-15, I want something more than just the straight module, it can still be a module but some outside quests or combat, and I'd like maps. 15-20, I want most of my combats to be on maps, it's a homebrew setting and the story is custom.
Do you prefer modules/official campaigns, or homebrew? Why?
See above for my answer. If I'm paying for it, it depends on how much I'm paying.
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
If you check my post history, I'm huge on D&D as a social contract. If the game is posted talks DOESN'T talk about that shit, I ignore it.
Would knowing that the DM DMs non-paid games turn you away from that game?
No? Why the **** do I care what they do in their free time.
What are your expectations of a paid DM?
Depends on price value, but all of them have to be willing to put their foot down when shit gets out of line. All of them should know the rules pretty well, and depending on whats being paid for have a good flexibility on them if its a RAF campaign, or know how to be rigid if its a very RAW campaign. If a player is breaking the social contract, unless its a pretty egregious offense, you keep the game going and then after you address it. People are paying to play, taking their time away from them isn't conducive to their expectations.
What are some things that you expect out of a paid game that you might not out of a non-paid game?
Players to actually show up on time, that people are ready to play at game time and not 30 minutes after start, and that the DM is ready to go.
Why do you pay to play versus finding free games?
Depends on the itch I want to scratch. Sometimes with a paid game you know what you're getting very clearly, and can do what you want. Free games, which is typically your once a week/bi week normal game, you know what you're getting.
All of the above has been very helpful, thank you all!
Spideycloned, thank you for the perspective on pay ranges. As someone who prefers to do fully-homebrew and who puts a frickton of time and effort into their worldbuilding and storytelling (piles... and piles... and piles of notebooks), it's good to hear that some people actually understand the value of that. Thanks!
1. Typically I like to base how much I'll pay based on how much I usually pay at a tabletop games convention/show to join a game ther... so around $7/8 for a session is my usual amount to pay. I'd consider a higher fee if the game is appealing enough to my interests or if they are providing something extra. The more detailed and interesting the content that the DM has written and produced is, the higher the value.
2. I prefer custom homebrew worlds. My main reasoning for the preference towards a homebrew game is because I typically pay to enjoy a new experience, learning of new lands to explore, different gods to interact with, unique races and creatures to encounter and so on. If I do pay for a game using one of the published modules like Storm King's Thunder, then I'd generally want there to be something additional to the experience to make it stand out.
3. Personally I would hope that every DM raises certain rules like those. If they are too loose and accepting of abusive behaviour then I wouldn't want to be associated with them and their group. For me a paid DM has to have a detailed session zero so that everyone who is going to be paying agrees to the same standards... this can either be a free half session to discuss things properly, or something done over an open voice & text chat ahead of the game.
4. I don't think I'd have any issue with it, it's totally up to the DM if they want to run a combination of free games and paid games.
5. I expect a paid DM to provide a clear outline of the expectations of the game with an estimation of how long the campaign is set to run. I'd want a good level of commitment from the DM for keeping on schedule and providing a consistent experience. I expect them to have a decent level of quality in the production and delivery of the game - they should be using a decent microphone so that they are as clear as possible.
6.If the DM is using a virtual tabletop, then I generally want them to be using high quality assets, both visuals and sound. I'd also want a DM for a paid game to be able to provide all of the needed resources for races, classes and abilities that they say are permitted in their game. Any time wasted by pre-game banter should not be included in the game time we are paying for - if the DM is on a schedule, then they should be stepping in to prevent 30+ minutes being wasted by a couple of players having a chat.
7. As I DM quite a few games myself, my time to be a player is somewhat limited... so I will usually look for paid games in a hope that there's more commitment involved from both the DM and the other people paying to not waste time.
All of the above has been very helpful, thank you all!
Spideycloned, thank you for the perspective on pay ranges. As someone who prefers to do fully-homebrew and who puts a frickton of time and effort into their worldbuilding and storytelling (piles... and piles... and piles of notebooks), it's good to hear that some people actually understand the value of that. Thanks!
No problem, and honestly, that really just extends into the virtual space. If it's physical, the prices can go up, but if they do I expect more. I could totally see paying 30-40 bucks for a four hour session where there are maps, minis, etc. If I'm paying more than that, honestly, then the concept of "Someone bringing food" goes out the window, and food should be provided within reason. I ain't expecting prime cuts of steak, but some solid finger food type snacks that's easy to consume and not derail gameplay.
I'm a full-time professional DM, weighing in. There are a lot of different models out there that are right for different types of DMs and players. I keep my tables constantly full and specialize in homebrewed, original, ongoing campaigns rather than running one-shots or modules. So I'll answer questions from my perspective in case it's helpful!
What do you think is a reasonable rate of pay per 4-hour session?
I currently charge $275 for a four-hour online session (some of which is eaten by processing fees). That cost gets divided between the group. Half of my games are bi-weekly and the other half are weekly. I'll probably start running once-per-month campaigns this year for folks with smaller gaming budgets. I explain a bit more about that rate in a later question. I know not all players are able to afford $45-70 all the time for a game night, but the price really is comparable to spending a night out at the theater (or a good bar or restaurant) with friends.
Do you prefer modules/official campaigns, or homebrew? Why?
Even my players who are new to D&D are most interested in playing something original and tailored to their characters. They appreciate custom rules, items, and story. While that increases my prep time, it also means I'm providing a service for something unique. I think a lot about each player's playstyle, needs, what's fun for them, and I create content that I believe they will most enjoy.
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
I always include Session 0s in my campaigns, and I always talk about what type of content might be in the game. I always listen to the players about what type of content they aren't comfortable with and respect their lines. Running paid games, I've found I rarely need to worry about "problem players" crossing boundaries, compared to running pick-up games at shops or conventions. Maybe I've been lucky in that regard! If a player crossed a boundary, I'd have a private conversation with them. If they continued to cross boundaries and make other players uncomfortable, I'd refund any lingering payments and tell them that we have to part ways.
Paid DMs should be able to guarantee comfort and fun for their tables.
Would knowing that the DM DMs non-paid games turn you away from that game?
It wouldn't if I were paying someone to run a game for me. What they do on their time is totally up to them! I don't run home games anymore, now that this is my job. That's mostly due to time and remaining creative energy; I put just as much love into my paid campaigns as I used to my home campaigns.
What are your expectations of a paid DM? / What are some things that you expect out of a paid game that you might not out of a non-paid game?
Here are some things that I try to offer my players:
- An original campaign and story tailored to our Session 0s and their interests.
- Access to chat with me between sessions about character ideas and story goals.
- A lot of knowledge, love, and old source material for old-school settings like Dark Sun, Dragonlance, and Spelljammer.
- A private Discord community to communicate with other players between sessions.
- Every WotC published book and a ton of third-party materials for them to access.
- My personal homebrew rules, encounters, items, entirely unique to that campaign's setting and needs.
- High-end VTT graphical assets, animations, maps, HeroForge and other Pro accounts, etc.
- Original character art from professional artists that I commission and pay for.
- Help for newer players in managing their character sheets and learning how they can best use them.
- A background as a professional stage actor and game designer.
Beyond that, part of running a paid game is helping a group of people who may not know each other at first get to know each other and have fun. I bartended for years and there are a ton of social parallels between bartending and DMing.
So I really put a ton of time and love into my paid campaigns. I treat each one like a home game and I'm passionate about the players having the best experience possible. I offer a lot and I charge a rate that works out to be about $30/hour on average for my time after prep and other factors are taken into account. It's a living wage and a lot of work. I love it.
Why do you pay to play versus finding free games?
There are some real benefits to paid games for some folks. For returning players, I can help match them with groups I think they'll gel really well with. People tend not to miss sessions because they have paid for them. A lot of the extra prep that players usually do before a campaign, the paid DM can offer to handle so the players don't have to do much more than show up and have fun. I can guarantee a certain consistency and quality to the players' experience, and if they aren't having the fun they hoped for, it's a lot easier to back out of a paid game than it is to ditch your friends doing it for free. Online games make it easy to find a group, which can prove quite difficult for many in person.
It's definitely not for everybody. But over the past several years, I do believe I've seen more of a demand for paid DMing. If you're thinking of doing it, just make sure it's because you truly love it and believe you'll still love it even when it's your job. It's hard, sometimes grinding work, and anyone paying you to run a game for them deserves you to give it your best.
I hope this is helpful! I know these questions were to players and not DMs, but I think it's a relatively new field -- still figuring itself out -- that could benefit from more transparency.
I'm a full-time professional DM, weighing in. There are a lot of different models out there that are right for different types of DMs and players. I keep my tables constantly full and specialize in homebrewed, original, ongoing campaigns rather than running one-shots or modules. So I'll answer questions from my perspective in case it's helpful!
What do you think is a reasonable rate of pay per 4-hour session?
I currently charge $275 for a four-hour online session (some of which is eaten by processing fees). That cost gets divided between the group. Half of my games are bi-weekly and the other half are weekly. I'll probably start running once-per-month campaigns this year for folks with smaller gaming budgets. I explain a bit more about that rate in a later question. I know not all players are able to afford $45-70 all the time for a game night, but the price really is comparable to spending a night out at the theater (or a good bar or restaurant) with friends.
Do you prefer modules/official campaigns, or homebrew? Why?
Even my players who are new to D&D are most interested in playing something original and tailored to their characters. They appreciate custom rules, items, and story. While that increases my prep time, it also means I'm providing a service for something unique. I think a lot about each player's playstyle, needs, what's fun for them, and I create content that I believe they will most enjoy.
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
I always include Session 0s in my campaigns, and I always talk about what type of content might be in the game. I always listen to the players about what type of content they aren't comfortable with and respect their lines. Running paid games, I've found I rarely need to worry about "problem players" crossing boundaries, compared to running pick-up games at shops or conventions. Maybe I've been lucky in that regard! If a player crossed a boundary, I'd have a private conversation with them. If they continued to cross boundaries and make other players uncomfortable, I'd refund any lingering payments and tell them that we have to part ways.
Paid DMs should be able to guarantee comfort and fun for their tables.
Would knowing that the DM DMs non-paid games turn you away from that game?
It wouldn't if I were paying someone to run a game for me. What they do on their time is totally up to them! I don't run home games anymore, now that this is my job. That's mostly due to time and remaining creative energy; I put just as much love into my paid campaigns as I used to my home campaigns.
What are your expectations of a paid DM? / What are some things that you expect out of a paid game that you might not out of a non-paid game?
Here are some things that I try to offer my players:
- An original campaign and story tailored to our Session 0s and their interests.
- Access to chat with me between sessions about character ideas and story goals.
- A lot of knowledge, love, and old source material for old-school settings like Dark Sun, Dragonlance, and Spelljammer.
- A private Discord community to communicate with other players between sessions.
- Every WotC published book and a ton of third-party materials for them to access.
- My personal homebrew rules, encounters, items, entirely unique to that campaign's setting and needs.
- High-end VTT graphical assets, animations, maps, HeroForge and other Pro accounts, etc.
- Original character art from professional artists that I commission and pay for.
- Help for newer players in managing their character sheets and learning how they can best use them.
- A background as a professional stage actor and game designer.
Beyond that, part of running a paid game is helping a group of people who may not know each other at first get to know each other and have fun. I bartended for years and there are a ton of social parallels between bartending and DMing.
So I really put a ton of time and love into my paid campaigns. I treat each one like a home game and I'm passionate about the players having the best experience possible. I offer a lot and I charge a rate that works out to be about $30/hour on average for my time after prep and other factors are taken into account. It's a living wage and a lot of work. I love it.
Why do you pay to play versus finding free games?
There are some real benefits to paid games for some folks. For returning players, I can help match them with groups I think they'll gel really well with. People tend not to miss sessions because they have paid for them. A lot of the extra prep that players usually do before a campaign, the paid DM can offer to handle so the players don't have to do much more than show up and have fun. I can guarantee a certain consistency and quality to the players' experience, and if they aren't having the fun they hoped for, it's a lot easier to back out of a paid game than it is to ditch your friends doing it for free. Online games make it easy to find a group, which can prove quite difficult for many in person.
It's definitely not for everybody. But over the past several years, I do believe I've seen more of a demand for paid DMing. If you're thinking of doing it, just make sure it's because you truly love it and believe you'll still love it even when it's your job. It's hard, sometimes grinding work, and anyone paying you to run a game for them deserves you to give it your best.
I hope this is helpful! I know these questions were to players and not DMs, but I think it's a relatively new field -- still figuring itself out -- that could benefit from more transparency.
Would you mind sharing any websites or contact info for the professional artists? I'd like to have an artist do a rendition of our group. Thanks.
Would you mind sharing any websites or contact info for the professional artists? I'd like to have an artist do a rendition of our group. Thanks.
Absolutely! There are a ton of fantastic artists out there, but recently I've been commissioning art from Beecher Arts or Mharz depending on the character style I'm looking for. A full group rendition can be a little costly but makes for a fantastic gift.
This thread is NOT inquiring about "Would you" pay to play; this thread is for people who do or have paid for D&D and are willing to answer a couple questions for a DM who is potentially considering getting into paid DMing. (Yes, I am asking similar questions of DMs in the DMs forum, looking for both sides of things.)
My questions:
What do you think is a reasonable rate of pay per 4-hour session?
Do you prefer modules/official campaigns, or homebrew? Why?
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
Would knowing that the DM DMs non-paid games turn you away from that game?
What are your expectations of a paid DM?
What are some things that you expect out of a paid game that you might not out of a non-paid game?
Why do you pay to play versus finding free games?
Thank you very much for your time and answers, I really appreciate it!
D&D is best played with friends. There is no if, and, or but about it.
In this case, social issues (referencing #3) are usually not issues because you are friends and you don't become friends if there are already social divides in place.
Friends generally do not charge friends to play D&D, because it's group fun with friends! (with a caveat!)
Caveat: As @Memnosyne pointed out. Paid games are reliable, free games aren't. Even friends are sometimes willing to take advantage of friends if it costs them nothing to do so. (canceling at the last minute, show up late, etc) As a DM of my group, I already have this problem.
DMing can be quite a bit of work. Especially if you're using / prepping a VTT for the game. If you have a good DM who is willing to put in the work, it would be worth playing for.
Joining a paid game where you don't know anyone is like Forest Gump said. It's like a box of chocolates. You never know what you're going to get! That can be true session to session. Some people are just jerks. Sometimes people just like to be murderhobos to the point that a DM has to create a Wand of Death that has one charge and does instant death with no dice roles and give it to a non-murderhobo in the group to keep the murderhobo from robbing and threatening the rest of the group. (true story!)
Any game that allows / encourages intergroup conflict via social issues is not a group worth joining. D&D is about having fun and if your idea of fun is arguing everything. I have a Wand of Death to use on you. Check your partisan hate at the door. It will still be there to collect when you leave.
Offical campaigns vs homebrew: This really depends on the homebrew / official campaigns. I make homebrew and do official. Some official ones aren't spectacular, and I put a lot of effort in creativity into my homebrew. I'm not saying I'm even remotely a pro at creating content, but my players have enjoyed them. That said, not everyone creates good homebrew and awful homebrew can be 100x worse than the worst than an official campaign.
Before paying for a DM game, get reviews of actual people who are playing or have played with that DM.
Review the rules used by the DM! I am not a stickler for the minute details that can bog a game down by those details. I like the game to flow without hampering the players at every corner. Though, I keep the rules tight enough that it isn't fully free-wheeling and bending the laws of physics too far out of shape.
The expectation of paid games: Expect it to be fun, with a good pace, and limited distractions outside of the game itself. The DM should make this clear to players who join also. If a player gets up and walks away 5+ times for 5+ minutes throughout the session. That player will not be invited back. Though, issues do come up and sometimes an unexpected break is unavoidable. The DM and players should understand that at some point it will happen to them too.
If a DM is running free games one of three things is likely. 1) it's with friends or 2) they are working on their skill to become a better DM, 3) They are building a userbase to gain a reputation as a good / fun DM so that in the future. They can monetize their DM skillset for paid games.
As for the cost for a 4-hour session. There are a couple of considerations:
Is it per user, or per session?
Is the DM great at managing the game, players, and making it fun?
Quality of the campaign being run.
The players you play with are a huge part of what makes the game fun. Some players are very laid back and just watch the game unfold, some try to control the group's direction, some prefer collaborative decision making, some like to steer the group into unconventional directions. (some DMs love that, some hate it!)
I have played every version of both basic and advanced D&D since 1979. I've seen the game go from a thing the nerdy kids did in school to a huge industry. I've also seen the prices of playing a gaming session go from $0.50 a 4 hour block at a convention to a hit TV show making millions a year (Vox Machina). I think the upper limit is only set by the amount of work you put in as a DM to making your campaign unique. Remember, Forgotten Realms, Dragonlance, and Greyhawk were all just once just someone's homebrewed campaign world for their players. How much would you pay for a 4 hour session of a game with Gary Gygax as your DM? His was the World of Greyhawk. Or Ed Greenwood? He created the Forgotten Realms. Create something so popular and unique and sky's the limit. Like I said I once paid $0.50 to play a game session at a convention with Ed Greenwood as DM. The adventure was set in his campaign world of the Forgotten Realms for modules he just designed for a campaign set in a place called Myth Drannor. Or play a game session that started a new series of modules called Agianst the Giants and then went on to create the world of the 'new' elven race called the Drow set in the Underdark. But the work to create that kind of detail and record it, in a made up world that's all in your head, is tremendous. The first master craftsman at doing that was J.R.R. Tolkien. He created his own language and alphabet for the elven race he created for his world. And we as gamers have been trying to achieve that level of professionalism ever since.
In a market where your competition offers a free product, you need to be very sure you're offering something better.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
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This thread is NOT inquiring about "Would you" pay to play; this thread is for people who do or have paid for D&D and are willing to answer a couple questions for a DM who is potentially considering getting into paid DMing. (Yes, I am asking similar questions of DMs in the DMs forum, looking for both sides of things.)
My questions:
Thank you very much for your time and answers, I really appreciate it!
As a "Created a business plan to become a paid DM and then decided not to follow through" individual, I can offer a bit of educated feedback.
Responses to questions in the Spoiler Below:
(1) Worry less about what people are willing to pay and more about what you need to justify your time.
Some people charge $5 per person, while others charge up to $300 per session. If you invest more, you can charge more. If you live somewhere with large populations (e.g. Los Angeles), there are going to be people with more money than sense. If you run sessions online, you'll have a large market, but more competition.
Choose your price based on your needs, and see who bites.
(2) A lot of people who pay for D&D are newer players who (A) don't really know the difference between homebrew and official content, and (B) aren't experienced enough to really commit to the sandbox environment.
Some DMs charge more for homebrew games due to needing to make custom content, so a lot of players will opt for cheaper games, because they're mainly interested in the playing and socializing.
(3) Rules scare away some and attract others. As long as the list is reasonably short, then you don't want to play with the people who get scared away anyway.
People in the POC and LGBTQ+ communities often appreciate knowing that DMs are explicitly creating inclusive spaces, both because (A) we all like feeling welcome, and (B) we want to interact with people we can relate to.
(4) I would be amazed to discover that any DM doesn't run their own personal games for free.
The important thing here is to keep personal and professional life separate. Getting turned away will be less of an issue than having strangers try to become your "friend" just to get into your regular free games.
(5) Expectations range according to your price range, platform, and marketing.
If you are charging a $5 cover fee, then expectations are going to be fairly low. You'll want to be prepared and entertaining, but mostly your job will be being consistent.
If you're charging $300+ per session, then you'll probably be playing in-person, at a house, with props, hand-holding players through character creation, building custom content, and possibly providing drinks and snacks.
(6) The most important thing that a paid DM can provide is professionalism.
A Paid DM needs to know how to keep a game balanced and fair for the players. They also need to be able to recognize and address interpersonal issues, which may include kicking troublesome, paying party members from the game.
You are no longer just the "narrator", you're a true arbiter and need to be in control of the situation from start to finish.
(7) Paid games are reliable, Free games aren't.
(A) New players don't know what they're doing and want someone experienced to show them the ropes.
(B) Friends want to play together, but no one wants to, or has time to, DM.
(C) Paying acts as a filter, which discourages a large portion of troublesome players. Those who pay are going to be more invested.
(D) Those who pay more expect to be entertained. When movies tickets cost upwards of $20, spending $100~$200 for a group to be entertained at home is a perfectly viable option.
(!) Most importantly, unless you live near a major hub and have some credentials, don't expect to be able to quit your day job, unless you have other sources of passive income.
What do you think is a reasonable rate of pay per 4-hour session?
5-20 dollars, depending on the level of effort being put in. Paying for a session honestly ensures something that free sessions don't, which is that people are invested in having a good time. 5-10, theater of the mind is fine most of the time, and I'm ok with just modules. 10-15, I want something more than just the straight module, it can still be a module but some outside quests or combat, and I'd like maps. 15-20, I want most of my combats to be on maps, it's a homebrew setting and the story is custom.
Do you prefer modules/official campaigns, or homebrew? Why?
See above for my answer. If I'm paying for it, it depends on how much I'm paying.
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
If you check my post history, I'm huge on D&D as a social contract. If the game is posted talks DOESN'T talk about that shit, I ignore it.
Would knowing that the DM DMs non-paid games turn you away from that game?
No? Why the **** do I care what they do in their free time.
What are your expectations of a paid DM?
Depends on price value, but all of them have to be willing to put their foot down when shit gets out of line. All of them should know the rules pretty well, and depending on whats being paid for have a good flexibility on them if its a RAF campaign, or know how to be rigid if its a very RAW campaign. If a player is breaking the social contract, unless its a pretty egregious offense, you keep the game going and then after you address it. People are paying to play, taking their time away from them isn't conducive to their expectations.
What are some things that you expect out of a paid game that you might not out of a non-paid game?
Players to actually show up on time, that people are ready to play at game time and not 30 minutes after start, and that the DM is ready to go.
Why do you pay to play versus finding free games?
Depends on the itch I want to scratch. Sometimes with a paid game you know what you're getting very clearly, and can do what you want. Free games, which is typically your once a week/bi week normal game, you know what you're getting.
All of the above has been very helpful, thank you all!
Spideycloned, thank you for the perspective on pay ranges. As someone who prefers to do fully-homebrew and who puts a frickton of time and effort into their worldbuilding and storytelling (piles... and piles... and piles of notebooks), it's good to hear that some people actually understand the value of that. Thanks!
1. Typically I like to base how much I'll pay based on how much I usually pay at a tabletop games convention/show to join a game ther... so around $7/8 for a session is my usual amount to pay. I'd consider a higher fee if the game is appealing enough to my interests or if they are providing something extra. The more detailed and interesting the content that the DM has written and produced is, the higher the value.
2. I prefer custom homebrew worlds. My main reasoning for the preference towards a homebrew game is because I typically pay to enjoy a new experience, learning of new lands to explore, different gods to interact with, unique races and creatures to encounter and so on. If I do pay for a game using one of the published modules like Storm King's Thunder, then I'd generally want there to be something additional to the experience to make it stand out.
3. Personally I would hope that every DM raises certain rules like those. If they are too loose and accepting of abusive behaviour then I wouldn't want to be associated with them and their group. For me a paid DM has to have a detailed session zero so that everyone who is going to be paying agrees to the same standards... this can either be a free half session to discuss things properly, or something done over an open voice & text chat ahead of the game.
4. I don't think I'd have any issue with it, it's totally up to the DM if they want to run a combination of free games and paid games.
5. I expect a paid DM to provide a clear outline of the expectations of the game with an estimation of how long the campaign is set to run. I'd want a good level of commitment from the DM for keeping on schedule and providing a consistent experience. I expect them to have a decent level of quality in the production and delivery of the game - they should be using a decent microphone so that they are as clear as possible.
6.If the DM is using a virtual tabletop, then I generally want them to be using high quality assets, both visuals and sound. I'd also want a DM for a paid game to be able to provide all of the needed resources for races, classes and abilities that they say are permitted in their game. Any time wasted by pre-game banter should not be included in the game time we are paying for - if the DM is on a schedule, then they should be stepping in to prevent 30+ minutes being wasted by a couple of players having a chat.
7. As I DM quite a few games myself, my time to be a player is somewhat limited... so I will usually look for paid games in a hope that there's more commitment involved from both the DM and the other people paying to not waste time.
No problem, and honestly, that really just extends into the virtual space. If it's physical, the prices can go up, but if they do I expect more. I could totally see paying 30-40 bucks for a four hour session where there are maps, minis, etc. If I'm paying more than that, honestly, then the concept of "Someone bringing food" goes out the window, and food should be provided within reason. I ain't expecting prime cuts of steak, but some solid finger food type snacks that's easy to consume and not derail gameplay.
I'm a full-time professional DM, weighing in. There are a lot of different models out there that are right for different types of DMs and players. I keep my tables constantly full and specialize in homebrewed, original, ongoing campaigns rather than running one-shots or modules. So I'll answer questions from my perspective in case it's helpful!
What do you think is a reasonable rate of pay per 4-hour session?
I currently charge $275 for a four-hour online session (some of which is eaten by processing fees). That cost gets divided between the group. Half of my games are bi-weekly and the other half are weekly. I'll probably start running once-per-month campaigns this year for folks with smaller gaming budgets. I explain a bit more about that rate in a later question. I know not all players are able to afford $45-70 all the time for a game night, but the price really is comparable to spending a night out at the theater (or a good bar or restaurant) with friends.
Do you prefer modules/official campaigns, or homebrew? Why?
Even my players who are new to D&D are most interested in playing something original and tailored to their characters. They appreciate custom rules, items, and story. While that increases my prep time, it also means I'm providing a service for something unique. I think a lot about each player's playstyle, needs, what's fun for them, and I create content that I believe they will most enjoy.
If the DM has specific rules (ie against bigotry, homophobia, hate, etc; being on time, respect, etc), does that turn you away from that game?
I always include Session 0s in my campaigns, and I always talk about what type of content might be in the game. I always listen to the players about what type of content they aren't comfortable with and respect their lines. Running paid games, I've found I rarely need to worry about "problem players" crossing boundaries, compared to running pick-up games at shops or conventions. Maybe I've been lucky in that regard! If a player crossed a boundary, I'd have a private conversation with them. If they continued to cross boundaries and make other players uncomfortable, I'd refund any lingering payments and tell them that we have to part ways.
Paid DMs should be able to guarantee comfort and fun for their tables.
Would knowing that the DM DMs non-paid games turn you away from that game?
It wouldn't if I were paying someone to run a game for me. What they do on their time is totally up to them! I don't run home games anymore, now that this is my job. That's mostly due to time and remaining creative energy; I put just as much love into my paid campaigns as I used to my home campaigns.
What are your expectations of a paid DM? / What are some things that you expect out of a paid game that you might not out of a non-paid game?
Here are some things that I try to offer my players:
- An original campaign and story tailored to our Session 0s and their interests.
- Access to chat with me between sessions about character ideas and story goals.
- A lot of knowledge, love, and old source material for old-school settings like Dark Sun, Dragonlance, and Spelljammer.
- A private Discord community to communicate with other players between sessions.
- Every WotC published book and a ton of third-party materials for them to access.
- My personal homebrew rules, encounters, items, entirely unique to that campaign's setting and needs.
- High-end VTT graphical assets, animations, maps, HeroForge and other Pro accounts, etc.
- Original character art from professional artists that I commission and pay for.
- Help for newer players in managing their character sheets and learning how they can best use them.
- A background as a professional stage actor and game designer.
Beyond that, part of running a paid game is helping a group of people who may not know each other at first get to know each other and have fun. I bartended for years and there are a ton of social parallels between bartending and DMing.
So I really put a ton of time and love into my paid campaigns. I treat each one like a home game and I'm passionate about the players having the best experience possible. I offer a lot and I charge a rate that works out to be about $30/hour on average for my time after prep and other factors are taken into account. It's a living wage and a lot of work. I love it.
Why do you pay to play versus finding free games?
There are some real benefits to paid games for some folks. For returning players, I can help match them with groups I think they'll gel really well with. People tend not to miss sessions because they have paid for them. A lot of the extra prep that players usually do before a campaign, the paid DM can offer to handle so the players don't have to do much more than show up and have fun. I can guarantee a certain consistency and quality to the players' experience, and if they aren't having the fun they hoped for, it's a lot easier to back out of a paid game than it is to ditch your friends doing it for free. Online games make it easy to find a group, which can prove quite difficult for many in person.
It's definitely not for everybody. But over the past several years, I do believe I've seen more of a demand for paid DMing. If you're thinking of doing it, just make sure it's because you truly love it and believe you'll still love it even when it's your job. It's hard, sometimes grinding work, and anyone paying you to run a game for them deserves you to give it your best.
I hope this is helpful! I know these questions were to players and not DMs, but I think it's a relatively new field -- still figuring itself out -- that could benefit from more transparency.
Would you mind sharing any websites or contact info for the professional artists? I'd like to have an artist do a rendition of our group. Thanks.
Absolutely! There are a ton of fantastic artists out there, but recently I've been commissioning art from Beecher Arts or Mharz depending on the character style I'm looking for. A full group rendition can be a little costly but makes for a fantastic gift.
Info, Inflow, Overload. Knowledge Black Hole Imminent!
I have played every version of both basic and advanced D&D since 1979. I've seen the game go from a thing the nerdy kids did in school to a huge industry. I've also seen the prices of playing a gaming session go from $0.50 a 4 hour block at a convention to a hit TV show making millions a year (Vox Machina). I think the upper limit is only set by the amount of work you put in as a DM to making your campaign unique. Remember, Forgotten Realms, Dragonlance, and Greyhawk were all just once just someone's homebrewed campaign world for their players. How much would you pay for a 4 hour session of a game with Gary Gygax as your DM? His was the World of Greyhawk. Or Ed Greenwood? He created the Forgotten Realms. Create something so popular and unique and sky's the limit. Like I said I once paid $0.50 to play a game session at a convention with Ed Greenwood as DM. The adventure was set in his campaign world of the Forgotten Realms for modules he just designed for a campaign set in a place called Myth Drannor. Or play a game session that started a new series of modules called Agianst the Giants and then went on to create the world of the 'new' elven race called the Drow set in the Underdark. But the work to create that kind of detail and record it, in a made up world that's all in your head, is tremendous. The first master craftsman at doing that was J.R.R. Tolkien. He created his own language and alphabet for the elven race he created for his world. And we as gamers have been trying to achieve that level of professionalism ever since.
My DM is technically compensated as a QA person in a VTT platform. You may find being QA in one of those platforms, a way to get paid to DM.
In a market where your competition offers a free product, you need to be very sure you're offering something better.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.