This topic is coming up more and more, and recently James Introcaso of Don't Split the Podcast did an interview/episode on this (see link below).
I have come to believe it's fine. DMs put a LOT of hard work into the game, more than players. I easily spend a few hours a week working on game prep.
Now, to be clear, I am not suggesting that DMs should start demanding that their friends start paying, I'm talking about handing out your shingle as a freelance DM for groups that otherwise can't find one (we are rather an exotic breed), or who are new to the game and want to play with an experienced DM/GM to learn from them.
I am thinking about doing it myself, and trying to figure out what I'd charge, based on what my time is worth. 1 hour of prep for every 4 hours of game time and charge $50 to $75 for a single game session. For four players that's $12.50 to $18.75 each, but works out to $10 to $15 per hour of my time (compares to a part time job).
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I am halfway through a B.A. In English with a focus in Creative Writing, hopefully, after that, I will be working on a Master of Fine Arts with a focus in Creative Writing or Narrative Structure. I HOPE to be a college level teacher but this is actually one of the "fall back professions" I have planed if it takes me longer than expected to land a job teaching.
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GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
I'd love to put out an ad and see what takes, but I don't think I have the time. On the whole, though, yes, a DM should be able to be paid for running the game. It takes so much time out of session, costs for playmate and miniatures, and takes a bunch a effort getting through a session as planned. Maybe it's just that I live in BFE, but I'm surprised it's not a big thing that DM's do.
It all boils down to supply and demand. If you can find an area where people are willing to pay for it and find value in spending $15-$20 USD per session to have a "professional" DM, then that's fantastic.
Personally I always thought that the game should be a fun and inexpensive experience for a group of friends (or strangers who can later become friends) and I would never pay a DM. I have heartache over paying under $10 per session at conventions but I do it because it's a unique experience.
That said, I do think that there may be a market for a good DM to sell his/her service to create unique sessions for businesses looking for team building events since D&D has always been about working together to win as a team instead of "I win by you loosing".
The current model is per game - or monthly subscription. Doing a per hour makes things weird and people will become upset if their character doesn't get "equal time" in session - or argue over their play time. Don't go down that path.
Spock (love the name) makes a logical argument - currently its about 20$ a session or $80 per player per month is tolerated for starting Pro DMs.
IF YOU GO PRO - you're prep time is your investment. once you've created the campaign basics, you'll be able to reuse such, perhaps even sell such, so its like an education, your investment will make you (as the product) more valuable, but the employer/subscriber shouldn't be covering such expenses. That's your cost of doing business.
Also, try to diversify. Get gaming Conventions /Game stores to give you space, free passes, etc. Start a twitch channel so your game style and play can be shown to prospective 'clients'. Make contacts within groups - WoTC is a bit harder, but other gaming companies may provide endorsements (free product, merchandise (shirts, hats, mugs, etc), and even may pay you to play their materials (if you provide good, focused feedback)). All players like early access content. Provided your NDA allows for such... once you can secure such a relationship, (and the publisher permits your game into their testing/or early release) you're golden.
If you go pro, be prepared to invest BACK into the players - I've produced a set of cards which are provided to the players for their equipment and custom abilities/spells. Which they Keep. I have a graphic artist that I work with to provide their characters' sketches to return value to the players.
Oh, and NEVER provide or tolerate pirated content. Make sure some of what you get paid goes back into the community - artists, content developers, kickstarters, etc. If you want your business to grow, you'll have to invest in the community as well
Currently, I'd suggest looking into http://demiplane.com for those looking to play with or BE a Paid GM
I haven't encountered a paid session and I'm a year into DMing, so the idea of making people pay for me to learn hadn't occurred to me. That said, I agree with the above, payment should be milestone based and not hourly. Not only do the factors suggested occur, but there's this feeling of a running clock. Either you want to end promptly at 10PM or the characters are watching their phones to make sure they don't get dinged for another hour, neither of which can I see being healthy in this space.
My first thought on the matter was, do you have an FLGS that you can source out of to start getting a local reputation--naturally that doesn't translate well if you're intending to leverage online services as your locale of choice. However, if you are looking to go local or regional I see having some good references built up as being a good thing. If you're running games out of store and the owner likes what you're doing and people are showing up for games you have a reference to call upon.
Having all the toys and tools and having them mastered is key, too. I could imagine a playerbase being not too impressed with a pay DM if there's not something more than a good story. It seems sad, but when you pay for something you're looking for that next level experience, like Modnar who provides custom portraits and equipment cards. If you're doing face-to-face, having a flat screen TV with custom maps that players can maneuver their characters around is a big thing you can do too. I'm just spitballing, but in general the idea is to elevate the experience and I'm sure you have that in mind.
I wouldn't pay for a DM, or be a paid DM myself because I like to play in my own home and just with good friends, but I definitely think that such a thing is worth having/doing.
Back in the day, I frequented some gaming stores that would rent out their table space so that anyone sitting and playing games in the store (outside of events like tournaments which are more widely accepted as pay-to-play arrangements) was providing some cash flow to the store, even if they didn't buy anything else. A paid DM is just a step further - it's not just renting the empty table to sit at, but paying to sit at a table that is (presumably) full of a great game to play.
In fact, if it were more of the "normal" thing for a DM running games in a venue like a game store to get paid for doing so, I might not have viewed my experiences DMing in such places as negatively as I do - putting up with not being able to boot disruptive people because the store owner wants them to keep coming back to the store because they buy stuff sometimes might not have been a deal-breaker if I'd have been getting a paycheck.
Once a talk of money starts up it becomes a job and not a game, and the fun of it vanishes.
I don't know if I agree with that or not.
On the one hand, I've had jobs that were me doing one of my hobbies for payment (specifically, I enjoy cooking and carpentry, and have enjoyed jobs in those fields). And on the other hand, I don't like being held to anyone's standards or deadlines but mine, which kind of happens by default if accepting payment for something.
Artists enjoy making art. Should they thus not ask for money to create art for others?
Lots of D&D players pay artists to create avatars or character portraits. Should those artists do it for free?
They say do what you love and get paid for it. I can DM for the "free fun" of it with my friends, but if I'm going to spend time doing D&D anyway, why not get paid for it?
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"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I don't imagine it's for everyone. It would be a lot of pressure for me, and change the power dynamic significantly--because I DM for free, what I say ultimately goes. I mean, they can always leave and find a new DM if they don't like what happens, but because I'm not relying on my players for income, I don't have to say yes to any idea they come up with, though I often do, because it helps make it fun. That said, I have certain behavior expectations from my players, and I'd feel that, once getting paid came into the equation, it might be harder to enforce them.
My worries don't necessarily hold true for everyone, naturally. Part of my concern, for instance, comes from being a female DM. A lot of guys can get...weird about that, which is why I tend to run either in the comic shop, which is a strictly family-friendly environment, or with close friends. One of the really uncomfortable things for me would be if my players wanted to seduce, or worse, **** one of my NPCs--that's not a situation I'm really comfortable playing through, I need to always feel like I have the power to tell players no in that situation. I think that having them pay for a service makes that harder to do.
That said, I'd be open to situations involving a third party paying for me to DM, because that wouldn't necessarily offset the power dynamic as much. Getting paid by parents to run for their kids, or getting paid by a store to make sure they had DMs for players is something I could probably do. There's still a requirement there to make sure the players have a good time, but it makes it easier for me to negotiate out a set of house rules with the wallet, and then to know that if I have to enforce them, my income isn't in jeopardy.
Once a talk of money starts up it becomes a job and not a game, and the fun of it vanishes.
Not at all.
I find the that the players are often MORE engaged, attend more frequently, and I myself am more challenged. I realize its a service - job if you must - but, I love doing good work, and being rewarded certainly sustains that.
AND, I get to take most of what they've provided and in turn support kickstarters for up and coming new products which, I will, in turn, bring into the campaign... so - I really more look at like an investment manager.
People like Dyson Logos, Middle finger of Venca, Roll20's "The Aaron" or "Kryx", Fantasy Ground's developers like MC Beats, and Rob Towsy, Frog God Games, and several Etsy groups or local artists get to - I like to consider it, donations from my players - or patron company or convention.
-- As a player, I've paid for time with Perkins' game, and attend cons to sit in with their DMs and I've read nearly all of Appendix N's now, and while that's some effort... I really enjoy what comes from that. Taking Improv classes was a joy, (and good date material). And its Nanowrimo! And honestly what is a campaign but a co-authored novel.
I do understand that some see it a prostituting the game, and I suspect some people shouldn't do that. But great thing is... either suck at it and not get much business, or they'll blossom and do great and they're players benefit from such.
I've had some wonderful experiences that truly moved me and my players.
In one, a player let me know the climatic battle (atop of tower) allowed her to face fears\pain around her father's death on his job (who fell to his death), allowing her to - in effect - have some closure. ( I didn't know about it prior to the session, but... you can tell when someone is REALLY into the story arc so it became really intense for everyone when she saved her little gnome companion from falling to death.)
Another, a year later, I sat in on a former player's game, and five of the NPCs I made for his group were alive (and thriving) in his campaign... even if one was still SUPER creepy. He went on and continued the story arc, and he's DM'ing 35 players with 5 co-dms and we talk frequently about story arcs and rules and ... obviously, plan for the character's deaths.
Our lives are finite, we are paying for time together, one way or another.
Enjoy it. and if you can make that work/time help others... why not?!
I don't imagine it's for everyone. It would be a lot of pressure for me, and change the power dynamic significantly--because I DM for free, what I say ultimately goes. I mean, they can always leave and find a new DM if they don't like what happens, but because I'm not relying on my players for income, I don't have to say yes to any idea they come up with, though I often do, because it helps make it fun. That said, I have certain behavior expectations from my players, and I'd feel that, once getting paid came into the equation, it might be harder to enforce them.
My worries don't necessarily hold true for everyone, naturally. Part of my concern, for instance, comes from being a female DM. A lot of guys can get...weird about that, which is why I tend to run either in the comic shop, which is a strictly family-friendly environment, or with close friends. One of the really uncomfortable things for me would be if my players wanted to seduce, or worse, **** one of my NPCs--that's not a situation I'm really comfortable playing through, I need to always feel like I have the power to tell players no in that situation. I think that having them pay for a service makes that harder to do.
That said, I'd be open to situations involving a third party paying for me to DM, because that wouldn't necessarily offset the power dynamic as much. Getting paid by parents to run for their kids, or getting paid by a store to make sure they had DMs for players is something I could probably do. There's still a requirement there to make sure the players have a good time, but it makes it easier for me to negotiate out a set of house rules with the wallet, and then to know that if I have to enforce them, my income isn't in jeopardy.
I started off getting support and payments from publishers and local stores, and then getting paid for online game play.
There are some that feel they bought the story. That does happen, but there were always a few that felt they should be center stage. If anything, in those moments out of session in which I talk with players, I have a really solid reason players can relate to that EVERYONE is paying so EVERYONE gets to play. In that way it really helps.
But 3rd party is the best to be sure - you get new stuff. You often get a place to play, free advertising, and a crowd/great feedback.
... just remember that the stories you love. (and ask your players about their favorite books/movies- so that you know what kind of heoric journey in which they want to play a part.) Party composition is important. Having an Anti-hero player with a Epic Munchkin player will result in infighting.
I'll admit, after reading this it does make me reconsider what I said.
See, my biggest fear is that once you begin doing something for money it becomes either a pressed timeframe or demand. I also have been involved with DMs who aim to make money, not stories, through Twitch streams rather than focus on story. Albeit, there was one who focused purely on story but it was to the point it was pure railroading to where if anyone endangered his NPCs they would be insta-hit by something (it was a strange, strange campaign that didn't last.)
I can see how this can be a comfortable way to supplement income, similar to a commissioned piece of art.
People are getting paid to DM games? I am quite surprised, but i do understand where this comes from. I am on very privileged position when it comes to DM's. My group of players across 2 tables consists of 12 players and of those we have 5 DM's, which is out of the ordinary for the hobby.
But honestly, i never thought people would pay for a session of D&D. At those rates this is an interesting thought, although where i live i hardly belive people would pay the rates propoused here for a session. Even for a very experienced and high quality GM.
That is super cheap. The only way you'd be able to make any money at all would be if you DM'ed a LOT of games over the weekends or if you managed to get a substantial amount of rolling subscriptions.
When I DM a game, I also usually host at my house. I am happy for people to "pay" me in chips, dip, beer, and picking up the tab on delivery pizza if they so desire. I never expect it from the players, but I never say no :)
I guess it comes down to whether or not you can find a target paying audience.
I am, however, reminded of Sturgeon's Law; Sorry, but I don't think there are many of us that are good enough at being DMs to be professional at it.
That's not meant to be a dig at people - we are good enough at what we do, for the audience we do it for. One may be good enough a singer/guitar player to entertain friends and family, and have them genuinely like what we do. That does not mean that we're good enough to get a record contract.
I think professional level DM'ing - the ability to take groups of strangers and relatively strangers, and spin a narrative of quality enough that people are willing to put down money to experience it - would take some pretty high level skills as a writer, actor, screenwriter, a healthy dose of improvisational theater, and a good deal of of empathy and social grace so-as to be able to read people and adapt to them.
Anyone who can do this, has my respect.
Probably the most successful and widely known example of professional D&D playing today - Critical Role - is composed of a group of successfulprofessional actors with decades of experience each, who happen to know each other extremely well by being professional colleagues and friends. That is not an accident.
Personally, having just dusted off my DM hat after letting it sit on the shelf for many years, I'm trying to learn to be the best damn DM I can be - so I'm looking into some of the craft of writing and acting and screenwriting - but that's just for me, and learning to be better for me and my players - who are friends and family. I strongly doubt that I have the "chops" to be a professional level DM, and I'm OK with that. I'm OK playing guitar at home, or local gatherings - so long as I'm as good as I can be, and constantly learning and experimenting to try and be better.
But as to the OP - I don't think there's any should or should not here. I don't think that's a meaningful way of looking at it. I think there's can and can't - both in levels of skill, and the ability to find a customer base.
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everyone talks about professional DMing, but no one defines what professional means. Other then just getting paid for it. What is the standard that makes you a professional. Sure you can approach it like a business with investing into different areas. But what is the quality/style that makes you so much better/professional? Calling yourself a professional in something as subjective as DnD is...well...aren't you a bit full of yourself when doing that.
As for getting paid. Well there are all sorts of hobbies that turned into job opportunities. If you find someone willing enough to pay then go for it.
Professionalism in this case would be your presentation. DMing is a service, as any DM can tell you. However, anyone can read out of the book and string a plot along. What makes a DM a professional has a lot to do with how they bring the story to life and make the players feel immersed in that story. DM's are story tellers first and foremost, it's about how seriously they take the narrative and character depth that really makes it a title that you can add professional onto.
But that's my opinion. I'm sure some folks don't care for that and just wanna play it like a dungeon grind so they can stack loot and I DON'T CARE ABOUT YOUR WIZARD'S TRAGIC BACKSTORY, JUST SET THE OGRE ON FIRE! That being said, a professional DM is probably more universally defined by how he interacts with each player and party that hire him. I see a professional not being the type to say how he runs his campaign, but rather to ask how the players want their campaign to be. He has to know how to play with minmaxers and thesbians alike (sometimes in the same group) and be able to insure that everyone has fun and gets what they need out of the game. Even still, I think that the emphasis on making a story with depth and breadth is essential to that. If a DM makes a full fledged campaign that could easily be a published work, than there's hardly any pretension in calling themselves a professional.
There's also a lot of management of the players when conflict arises that can define professionalism for DMing. Just because the DM is always right doesn't mean that's the best way to say it. The be a professional, you have to treat rules arbitration and player-to-player qualms with a seriousness that most Joe's playing with their buddies don't have to exercise. That's not easy. The whole social compact of a paid DM changing a lot of the dynamics a normal gaming group doesn't experiance. And knowing how to go about that (schedule management, handling deviations from the rules, promoting fairness between you and the players, communicating your SOP before and during the game, giving the players a voice in proceedings, etc.) is hard even in the business settings that most people use those social skills in.
Other than that, there's also the fact that the DM can provide books, materials, maps, settings, minis, and even spare dice for players to use with no cost to the players.
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#OpenDnD. #DnDBegone
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This topic is coming up more and more, and recently James Introcaso of Don't Split the Podcast did an interview/episode on this (see link below).
I have come to believe it's fine. DMs put a LOT of hard work into the game, more than players. I easily spend a few hours a week working on game prep.
Now, to be clear, I am not suggesting that DMs should start demanding that their friends start paying, I'm talking about handing out your shingle as a freelance DM for groups that otherwise can't find one (we are rather an exotic breed), or who are new to the game and want to play with an experienced DM/GM to learn from them.
I am thinking about doing it myself, and trying to figure out what I'd charge, based on what my time is worth. 1 hour of prep for every 4 hours of game time and charge $50 to $75 for a single game session. For four players that's $12.50 to $18.75 each, but works out to $10 to $15 per hour of my time (compares to a part time job).
What say y'all?
https://dontsplitthepodcastnetwork.com/table-top-babble/2017/10/30/044-
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I am halfway through a B.A. In English with a focus in Creative Writing, hopefully, after that, I will be working on a Master of Fine Arts with a focus in Creative Writing or Narrative Structure. I HOPE to be a college level teacher but this is actually one of the "fall back professions" I have planed if it takes me longer than expected to land a job teaching.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
I'd love to put out an ad and see what takes, but I don't think I have the time. On the whole, though, yes, a DM should be able to be paid for running the game. It takes so much time out of session, costs for playmate and miniatures, and takes a bunch a effort getting through a session as planned. Maybe it's just that I live in BFE, but I'm surprised it's not a big thing that DM's do.
#OpenDnD. #DnDBegone
It all boils down to supply and demand. If you can find an area where people are willing to pay for it and find value in spending $15-$20 USD per session to have a "professional" DM, then that's fantastic.
Personally I always thought that the game should be a fun and inexpensive experience for a group of friends (or strangers who can later become friends) and I would never pay a DM. I have heartache over paying under $10 per session at conventions but I do it because it's a unique experience.
That said, I do think that there may be a market for a good DM to sell his/her service to create unique sessions for businesses looking for team building events since D&D has always been about working together to win as a team instead of "I win by you loosing".
A per hour scenario doesn't play well.
(I'm a paid DM)
The current model is per game - or monthly subscription. Doing a per hour makes things weird and people will become upset if their character doesn't get "equal time" in session - or argue over their play time. Don't go down that path.
Spock (love the name) makes a logical argument - currently its about 20$ a session or $80 per player per month is tolerated for starting Pro DMs.
IF YOU GO PRO - you're prep time is your investment. once you've created the campaign basics, you'll be able to reuse such, perhaps even sell such, so its like an education, your investment will make you (as the product) more valuable, but the employer/subscriber shouldn't be covering such expenses. That's your cost of doing business.
Also, try to diversify.
Get gaming Conventions /Game stores to give you space, free passes, etc.
Start a twitch channel so your game style and play can be shown to prospective 'clients'.
Make contacts within groups - WoTC is a bit harder, but other gaming companies may provide endorsements (free product, merchandise (shirts, hats, mugs, etc), and even may pay you to play their materials (if you provide good, focused feedback)). All players like early access content. Provided your NDA allows for such... once you can secure such a relationship, (and the publisher permits your game into their testing/or early release) you're golden.
If you go pro, be prepared to invest BACK into the players - I've produced a set of cards which are provided to the players for their equipment and custom abilities/spells. Which they Keep. I have a graphic artist that I work with to provide their characters' sketches to return value to the players.
Oh, and NEVER provide or tolerate pirated content.
Make sure some of what you get paid goes back into the community - artists, content developers, kickstarters, etc.
If you want your business to grow, you'll have to invest in the community as well
Currently, I'd suggest looking into http://demiplane.com for those looking to play with or BE a Paid GM
"Aut viam inveniam aut faciam."
GM
⬐ This is how I find out if I'm not being an ass
I haven't encountered a paid session and I'm a year into DMing, so the idea of making people pay for me to learn hadn't occurred to me. That said, I agree with the above, payment should be milestone based and not hourly. Not only do the factors suggested occur, but there's this feeling of a running clock. Either you want to end promptly at 10PM or the characters are watching their phones to make sure they don't get dinged for another hour, neither of which can I see being healthy in this space.
My first thought on the matter was, do you have an FLGS that you can source out of to start getting a local reputation--naturally that doesn't translate well if you're intending to leverage online services as your locale of choice. However, if you are looking to go local or regional I see having some good references built up as being a good thing. If you're running games out of store and the owner likes what you're doing and people are showing up for games you have a reference to call upon.
Having all the toys and tools and having them mastered is key, too. I could imagine a playerbase being not too impressed with a pay DM if there's not something more than a good story. It seems sad, but when you pay for something you're looking for that next level experience, like Modnar who provides custom portraits and equipment cards. If you're doing face-to-face, having a flat screen TV with custom maps that players can maneuver their characters around is a big thing you can do too. I'm just spitballing, but in general the idea is to elevate the experience and I'm sure you have that in mind.
I wouldn't pay for a DM, or be a paid DM myself because I like to play in my own home and just with good friends, but I definitely think that such a thing is worth having/doing.
Back in the day, I frequented some gaming stores that would rent out their table space so that anyone sitting and playing games in the store (outside of events like tournaments which are more widely accepted as pay-to-play arrangements) was providing some cash flow to the store, even if they didn't buy anything else. A paid DM is just a step further - it's not just renting the empty table to sit at, but paying to sit at a table that is (presumably) full of a great game to play.
In fact, if it were more of the "normal" thing for a DM running games in a venue like a game store to get paid for doing so, I might not have viewed my experiences DMing in such places as negatively as I do - putting up with not being able to boot disruptive people because the store owner wants them to keep coming back to the store because they buy stuff sometimes might not have been a deal-breaker if I'd have been getting a paycheck.
Once a talk of money starts up it becomes a job and not a game, and the fun of it vanishes.
Artists enjoy making art. Should they thus not ask for money to create art for others?
Lots of D&D players pay artists to create avatars or character portraits. Should those artists do it for free?
They say do what you love and get paid for it. I can DM for the "free fun" of it with my friends, but if I'm going to spend time doing D&D anyway, why not get paid for it?
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
I don't imagine it's for everyone. It would be a lot of pressure for me, and change the power dynamic significantly--because I DM for free, what I say ultimately goes. I mean, they can always leave and find a new DM if they don't like what happens, but because I'm not relying on my players for income, I don't have to say yes to any idea they come up with, though I often do, because it helps make it fun. That said, I have certain behavior expectations from my players, and I'd feel that, once getting paid came into the equation, it might be harder to enforce them.
My worries don't necessarily hold true for everyone, naturally. Part of my concern, for instance, comes from being a female DM. A lot of guys can get...weird about that, which is why I tend to run either in the comic shop, which is a strictly family-friendly environment, or with close friends. One of the really uncomfortable things for me would be if my players wanted to seduce, or worse, **** one of my NPCs--that's not a situation I'm really comfortable playing through, I need to always feel like I have the power to tell players no in that situation. I think that having them pay for a service makes that harder to do.
That said, I'd be open to situations involving a third party paying for me to DM, because that wouldn't necessarily offset the power dynamic as much. Getting paid by parents to run for their kids, or getting paid by a store to make sure they had DMs for players is something I could probably do. There's still a requirement there to make sure the players have a good time, but it makes it easier for me to negotiate out a set of house rules with the wallet, and then to know that if I have to enforce them, my income isn't in jeopardy.
I find the that the players are often MORE engaged, attend more frequently, and I myself am more challenged.
I realize its a service - job if you must - but, I love doing good work, and being rewarded certainly sustains that.
AND, I get to take most of what they've provided and in turn support kickstarters for up and coming new products which, I will, in turn, bring into the campaign... so - I really more look at like an investment manager.
People like Dyson Logos, Middle finger of Venca, Roll20's "The Aaron" or "Kryx", Fantasy Ground's developers like MC Beats, and Rob Towsy, Frog God Games, and several Etsy groups or local artists get to - I like to consider it, donations from my players - or patron company or convention.
-- As a player, I've paid for time with Perkins' game, and attend cons to sit in with their DMs and I've read nearly all of Appendix N's now, and while that's some effort... I really enjoy what comes from that. Taking Improv classes was a joy, (and good date material).
And its Nanowrimo! And honestly what is a campaign but a co-authored novel.
I do understand that some see it a prostituting the game, and I suspect some people shouldn't do that.
But great thing is... either suck at it and not get much business, or they'll blossom and do great and they're players benefit from such.
I've had some wonderful experiences that truly moved me and my players.
In one, a player let me know the climatic battle (atop of tower) allowed her to face fears\pain around her father's death on his job (who fell to his death), allowing her to - in effect - have some closure. ( I didn't know about it prior to the session, but... you can tell when someone is REALLY into the story arc so it became really intense for everyone when she saved her little gnome companion from falling to death.)
Another, a year later, I sat in on a former player's game, and five of the NPCs I made for his group were alive (and thriving) in his campaign... even if one was still SUPER creepy. He went on and continued the story arc, and he's DM'ing 35 players with 5 co-dms and we talk frequently about story arcs and rules and ... obviously, plan for the character's deaths.
Our lives are finite, we are paying for time together, one way or another.
Enjoy it. and if you can make that work/time help others... why not?!
"Aut viam inveniam aut faciam."
GM
⬐ This is how I find out if I'm not being an ass
I started off getting support and payments from publishers and local stores, and then getting paid for online game play.
There are some that feel they bought the story. That does happen, but there were always a few that felt they should be center stage.
If anything, in those moments out of session in which I talk with players, I have a really solid reason players can relate to that EVERYONE is paying so EVERYONE gets to play. In that way it really helps.
But 3rd party is the best to be sure - you get new stuff. You often get a place to play, free advertising, and a crowd/great feedback.
... just remember that the stories you love. (and ask your players about their favorite books/movies- so that you know what kind of heoric journey in which they want to play a part.) Party composition is important. Having an Anti-hero player with a Epic Munchkin player will result in infighting.
"Aut viam inveniam aut faciam."
GM
⬐ This is how I find out if I'm not being an ass
I'll admit, after reading this it does make me reconsider what I said.
See, my biggest fear is that once you begin doing something for money it becomes either a pressed timeframe or demand. I also have been involved with DMs who aim to make money, not stories, through Twitch streams rather than focus on story. Albeit, there was one who focused purely on story but it was to the point it was pure railroading to where if anyone endangered his NPCs they would be insta-hit by something (it was a strange, strange campaign that didn't last.)
I can see how this can be a comfortable way to supplement income, similar to a commissioned piece of art.
People are getting paid to DM games? I am quite surprised, but i do understand where this comes from. I am on very privileged position when it comes to DM's. My group of players across 2 tables consists of 12 players and of those we have 5 DM's, which is out of the ordinary for the hobby.
But honestly, i never thought people would pay for a session of D&D. At those rates this is an interesting thought, although where i live i hardly belive people would pay the rates propoused here for a session. Even for a very experienced and high quality GM.
That is super cheap. The only way you'd be able to make any money at all would be if you DM'ed a LOT of games over the weekends or if you managed to get a substantial amount of rolling subscriptions.
When I DM a game, I also usually host at my house. I am happy for people to "pay" me in chips, dip, beer, and picking up the tab on delivery pizza if they so desire. I never expect it from the players, but I never say no :)
"Not all those who wander are lost"
I guess it comes down to whether or not you can find a target paying audience.
I am, however, reminded of Sturgeon's Law; Sorry, but I don't think there are many of us that are good enough at being DMs to be professional at it.
That's not meant to be a dig at people - we are good enough at what we do, for the audience we do it for. One may be good enough a singer/guitar player to entertain friends and family, and have them genuinely like what we do. That does not mean that we're good enough to get a record contract.
I think professional level DM'ing - the ability to take groups of strangers and relatively strangers, and spin a narrative of quality enough that people are willing to put down money to experience it - would take some pretty high level skills as a writer, actor, screenwriter, a healthy dose of improvisational theater, and a good deal of of empathy and social grace so-as to be able to read people and adapt to them.
Anyone who can do this, has my respect.
Probably the most successful and widely known example of professional D&D playing today - Critical Role - is composed of a group of successful professional actors with decades of experience each, who happen to know each other extremely well by being professional colleagues and friends. That is not an accident.
Personally, having just dusted off my DM hat after letting it sit on the shelf for many years, I'm trying to learn to be the best damn DM I can be - so I'm looking into some of the craft of writing and acting and screenwriting - but that's just for me, and learning to be better for me and my players - who are friends and family. I strongly doubt that I have the "chops" to be a professional level DM, and I'm OK with that. I'm OK playing guitar at home, or local gatherings - so long as I'm as good as I can be, and constantly learning and experimenting to try and be better.
But as to the OP - I don't think there's any should or should not here. I don't think that's a meaningful way of looking at it. I think there's can and can't - both in levels of skill, and the ability to find a customer base.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
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everyone talks about professional DMing, but no one defines what professional means. Other then just getting paid for it. What is the standard that makes you a professional. Sure you can approach it like a business with investing into different areas. But what is the quality/style that makes you so much better/professional? Calling yourself a professional in something as subjective as DnD is...well...aren't you a bit full of yourself when doing that.
As for getting paid. Well there are all sorts of hobbies that turned into job opportunities. If you find someone willing enough to pay then go for it.
Professionalism in this case would be your presentation. DMing is a service, as any DM can tell you. However, anyone can read out of the book and string a plot along. What makes a DM a professional has a lot to do with how they bring the story to life and make the players feel immersed in that story. DM's are story tellers first and foremost, it's about how seriously they take the narrative and character depth that really makes it a title that you can add professional onto.
But that's my opinion. I'm sure some folks don't care for that and just wanna play it like a dungeon grind so they can stack loot and I DON'T CARE ABOUT YOUR WIZARD'S TRAGIC BACKSTORY, JUST SET THE OGRE ON FIRE! That being said, a professional DM is probably more universally defined by how he interacts with each player and party that hire him. I see a professional not being the type to say how he runs his campaign, but rather to ask how the players want their campaign to be. He has to know how to play with minmaxers and thesbians alike (sometimes in the same group) and be able to insure that everyone has fun and gets what they need out of the game. Even still, I think that the emphasis on making a story with depth and breadth is essential to that. If a DM makes a full fledged campaign that could easily be a published work, than there's hardly any pretension in calling themselves a professional.
There's also a lot of management of the players when conflict arises that can define professionalism for DMing. Just because the DM is always right doesn't mean that's the best way to say it. The be a professional, you have to treat rules arbitration and player-to-player qualms with a seriousness that most Joe's playing with their buddies don't have to exercise. That's not easy. The whole social compact of a paid DM changing a lot of the dynamics a normal gaming group doesn't experiance. And knowing how to go about that (schedule management, handling deviations from the rules, promoting fairness between you and the players, communicating your SOP before and during the game, giving the players a voice in proceedings, etc.) is hard even in the business settings that most people use those social skills in.
Other than that, there's also the fact that the DM can provide books, materials, maps, settings, minis, and even spare dice for players to use with no cost to the players.
#OpenDnD. #DnDBegone