Showing posts with label Paid GM. Show all posts
Showing posts with label Paid GM. Show all posts

Wednesday, 29 August 2018

Why would you pay a GM to roleplay?

In case you're new here, I've been a professionally paid gamesmaster for over 30 years. I started when I was 13, I was paid to GM some guys, who wanted to play, had the books, but none of them wanted to GM. They paid with pizza. I hated the system, so I wrote my own. Since then I've worked over 10,000 hours as a paid GM, most of it between 2003 and 2013, because I did it full time.

So I think I know a little about the topic, so here's my opinion:

Don't pay your friends, but compensate a Professional.

There are currently about some major thoughts as to why people would/wouldn't pay a GM. Quite a few threads on reddit, roll20 forums and other locations around the web, there are very valid reasons why you shouldn't and very valid reasons why you should be able to.

Most people play RPGs because its an activity, like a board game, between friends. They get together, maybe have drinks, food, break out a game and play it. Just in this instance, its a roleplaying game, and they've been doing it for a few weeks or months. Typically, the GM of such a group, would be using a module, because prep time is limited, but often eventually, they've invented their own little world, and the players come back month after month, until the social dynamic of the group changes.
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Just a round of beer with the mates.. and a DMs guide..
Should people pay for this?

Just like board games night, these people should contribute to the cost of the game, if there is any, you take turns bringing your game around to be played, each player has bought one or two games, so no one individual is paying for all the game.
Yet in roleplay, usually the GM has bought all the core books, used his Uni credit to photo copy character sheets, so its best for players to buy supplements they want to see in the game, or another approach is the players pay for the GMs share of the pizza, especially if he's making up the world and creating all the fun for the group.
Participate in the cost is what I'm saying here, buy and paint your own mini, photo copy the character sheets for them, buy your own dice, buy your DM some dice, make a physical contribution to the group, that's a decent way to contribute, yet consider it a gift, not a payment.

But people shouldn't pay the GM for this. Paying your friends for their time?

Roleplaying has become rather popular lately, the increase of players, due to movies and computer games in the genre, peaks the interest of some, but also like board games, we see the backlash of people being too involved in their phones, they crave being in a room of real people, socialising, away from others who are not of their ilk.

As such, there are a number of people who just don't know where or how they can get into RPGs.. and this creates a market. The vacuum of players with needs to play has outnumbered the people who can run a game, so much so that popular brands have set up cookie cutter plots with GMs to run them at local game shops. The main problem I see with this, the experience of the cookie cutter guilds and leagues is a far cry from what roleplay is really about. Its stale, dry and unrealistic in so many ways. Trying to untrain an initiate of that industrial machine, is so hard. Its damaging the industry as a whole.
Paid to play: “Games Master” finds his dream job - Calgary ...
Professional Gamesmaster at work in Calgary

So, we can see a market of individuals who have a genuine need for a Paid GM. This Audience of people, interested to get involved, but not sure how to go about it. Partly because of the standard social stigmatism of trying something new and being bad at it. Partly because you'd like to know what you're getting yourself into before making any kind of commitment and Partly because its cost effective to get someone to teach you the first years worth of experience, in 2-4 sessions. Its why people take classes in something.

Paying a GM "Teacher" is a plausible gig for this audience.

What about when they do join a group, what of the other players. In many social groups, there are people who are there, because their friends are there, they have less interest in the game, the plot and the world, than they do blowing stuff up, having a laugh and disrupting everyone else. If your whole group is just being socialable, as a group of friends, just hanging out, this should be fine for you. Yet there are scores of people who put up with these clowns, because of the same reasons that people who don't play but want to, a further niche are those who want to play, properly, but have to put up with the rest because they don't know how or where to find the real players.

A Paid GM, is like a nexus of core roleplaying. Like a course in Uni, you pay for the atmosphere as much as the information.

Over time, a GM figures out the players who are there for the game, who are there to play vs those who are just there. Often I've seen the GM focus their attention on that player. It unfortunately causes the person who has less interest, now that they're getting less attention, to be more vocal and more destructive, which can drive away the player that's there to play. A better solution is to bring that player to a better game.
I know I've cherry picked players to a special game, they get the real stuff, the good plots and adventures and equipment, because for them, its not just a scribble on a page, its a real cross over to an other world.
People pay to be in those games, I've had 6 hours sessions, where we got more done than normal groups do in months. On the other end, I've had groups play out a single day of events, over several weeks, because of all the cross talk, and off topic banter. 4 hours of roleplay, and all we did was ask the tavern keeper if he had a room and discuss grapple rules incase a bar-room brawl broke out.

People pay to have their sessions at regular intervals with like minded folks who are there to get their game on.

People pay a Gym to get focus on their physical health. They can do it all at home, sure, but with distractions, lack of space, lack of motivation, they just don't. When payment is involved, you want focus, you are motivated to turn up, to be there, to actually play, and get involved in the world you are playing in. and you don't want to be surrounded by chit chat and lolly gagging.

People also pay to avoid the riff raff and the ne'er-do-wells.

Now a problem that comes up, is that its not only the players who are sub-par. Some GMs do so, because they like the power trip, or they want to influence people, or they want to tell 'their' story. As often as not, on any GM site or service, there are GMs that are in it for the money and not the game. They might be very decent GMs, yet their focus is on  keeping their players and their income, more than on GMing a good story, this might lead to an increase in magical items, lower chance of death, any number of immersion breaking flaws.

If Palpatine were a Dungeon Master.... | D&D | Pinterest | Masters
So How can you tell if the GM is a decent GM or not. Some websites and groups, such as the Professional Gamesmaster Society has taken point, on a dialog of ideas and thoughts on the subject. The currently on paused Looking-For-Games-Masters site: http://www.lookingforgm.com/ had a nice ratings system, so you could give your GM some votes if he did a good job, or neutral if on par or sub standard.
This promoted GMs to be a little stricter in their play styles, but I think, given the play styles of the average GM, this is warranted. If a number of poor GMs are out there charging money and providing bad service, it could hurt the industry as a whole.

So yeah, you're also paying to have a decent dungeon/games master.

The Topic of ProPlayers has come up, a Pro Gamer group could try out new GMs, vetting them, so they can't hurt the industry. This is sorta how I see the ProGMSociety working, legitimizing the GMs to ensure a decent group of GMs are improving the industry of ProGMing, so players build trust and more games get played.

So Paying for the right GM, the right group, and a more professional experience, is kind on par with anything in life. You get what you pay for. If you're looking for a roleplay experience.

Now that's a cool roleplay room. I'd pay to play there..
There are some spectrums of the gamut of paid GMing to address:

There is of course the whole "Immersion, Experience and Entertainment" where the GM might have an assistant, colour print outs, maps, sound effects, lighting effects, props, miniatures,  a whole world with backstories and plots ticking along as the players enjoy their little adventure. This of course should be paid for, the extra work and effort to provide such a premium service, is justifiably costly. 

The other given reason people pay for GMs is the scarcity of GMs. While this seems to be the angle of the average paid GM, and I get it, supply vs demand, creates the audience for the paid GM, I think this is where the average "I don't think its right" person rails against. Surely some GM out there is looking for players for free? I think this is where my first point clashes:

"If supply is low, demand is high and people are prepared to pay me to GM, why shouldn't I? My group loves my game, surely other people will love my game and will pay me because I'm doing all this work for them?"

So, yes, if you don't have a local group, and you have a decent enough income, maybe paying a GM will suit your lifestyle.

Yet, there are GMs who should not be GMs, and they shouldn't be paid for it, but the same can be said of any profession. so when the supply is low and demand is high, people are going to pay for anything.

The world is not fair, there are great GMs who don't have the time to be great GMs because they have bills to pay, and either they don't think it fair to charge, and that's fair, yet they probably should, so we can bring the level of quality GMing up in standard.
GMing costs time, prep time, plus game time plus prior experience time. As much as some GMs say that prep time is minimalistic, In my opinion, I can guarantee that their game is so flawed and so broken, that MY immersion would be destroyed within 2-3 sessions.
Good GMing takes years of prep time & sometimes hours before a session, and if you're going to pay for it, might as well get the best. So look for a GM that has that pre-requisite 10k hours behind them (they say, it takes 10,000 hours of experience to be considered a professional)

To Sum Up, Against the idea:

  • You shouldn't pay for the stock standard average "I just started doing this 2 weeks ago" GM.
  • You shouldn't pay your mate to run your saturday games night sessions, but its polite to cover some of the expenses they go through to set up and run the game.
Yet for reasons:
  • If you need someone to train you how to play..
  • If you want to join a serious group,
  • If you want a group that is on-time, always there and pay attention.
Yet in a pinch, and you gotta get your game on, If there are no groups in your social circle, and you abhore the leagues and guilds games...


That said, it isn't for everyone, There are a multitude of negative and positive reasons that people have for everything in life, expecting it to be different for roleplay, is folly.

Hmm, final note.. did the League & Guild system pop up because their respective system didn't want paid GMs and this was their solution?

p.s. apologies if anything has gone wonky.. Blogger has been playing up of late, seems google is slowly discontinuing it.

p.p.s. This is a Blog, its purely thoughts from my head, while I have researched some of these points extensively over the past few months and years, I'm speaking true from my personal perspective, but I'm not being graded by a professor, this is not a paid for journal, its just me, blogging.

Tuesday, 16 May 2017

My Thoughts on Pay-to-Play in roleplay, As a Full-time Paid GM.

At the height of my career, I was taking home almost 6 figures as a paid Gamesmaster. This is my story.

Pay to Play? Gotta be worth it


From 2003 to 2013, I was a travelling English Teacher, I started raw, I didn't know what I was doing, and frankly, it surprises me still that I managed to pull it off. The number 1. thing I did was to learn how to do what I was supposed to be doing every night, until I was as good as I said I was in the interview, it took 3 years.

In 2003, I left Australia to travel the world, and promptly ran out of money. So I needed money. I took on a bar-tending job in Shanghai during the evenings and started teaching English during the day.

I discovered after about 6 months, that I knew nothing of my own language, school had not trained me anything more than nouns, verbs and adjectives, and I still suffer to correctly Capitalise my words.. I capitalise when I emphasize, so if you want to read things in your head, like I say them, then raise your inner voice every-time you see a capital.

So I learned, I downloaded books on the subject of teaching, I studied English for myself and I got better at it.. and I discovered that there was a part of language teaching that I excelled at..

Roleplaying.

In Teaching, Roleplaying is a set of circumstance that puts the student into the 'role' of a person who needs to speak English, in order to get through the task. This might be getting through customs, or buying shoes in a shop, or business negotiations to strike a deal.

For a Gamesmaster, Roleplaying is of course So much More! These books on how to teach? were trying to tell me how to 'teach' with 'roleplaying' OMG I was laughing at it all..

So after getting my feet as a teacher, I started introducing the art of actual roleplaying to my students. I started with the TV series 'lost'. My students were to learn new words each week, so I would write up 20 new words that made sense to learn while being 'lost' on an island.. we put those words into sentences, played the scenario, the students would need to use the words, to survive.. plank of wood, hammer, nail, rope, rope bridge, chasm, I was feeding them clues on how to solve the puzzle, but since the words were not known to them, it was a puzzle unto itself.

the players... ahem,,.. students.. loved it, they came back for my, my classes got more interesting and the students grade went up.

The only problem was management.. when they saw we were playing games.. they thought it was a waste of money and dropped the courses.. until later, when I would provide them with statistical evidence that gaming lessons had a more than 30% improvement in language retention that all other lesson types.. I did this by running the same grammar lessons with one group and no roleplay, I had more than 50 groups, of around 4-6 students a group, at approx 2 years per student of learning, the lower end of the spectrum was 30% improvement, for students that were roleplaying..

That was when I went full time.

Now, jump back in time, remember how I used to run a games club for kids? That was Sunday afternoons, 5 hours, each kid paid $2 to come to the club each week, plus membership fees of around $10 a year, eventually we got up to 3 GMs and a profit of around $60 a week from sales of drinks, minis and entry fees, what I learnt from that was how to set up and run a game fast, how to keep the plot hooks going at the end of the session "Come back next week, same bat channel, same bat time" and how to keep the 'customers/players happy'

A few years later, Instead of catering to the Junior Roleplayers, I had a few phone calls to my club, asking if I could come out to their place and run a game. To begin with, It didn't quite feel right to ask for money, so I simply asked that they chipped in for the pizza and I'd supply the game, but after the first 2 sessions, I was losing cash on the deal as I had to transport myself across town, supply the dice, pencils and paper to the guys, charactersheets and such, so I asked them, would they be ok with chipping in for the costs, $20 a month would do it, else I couldn't afford to cross town for this group of strangers, they agreed and I got my next round of experience as a paid GM.

So, when I was showing my clients the difference between boring class results and roleplayed results, I had more than enough confidence to talk about how I'd been doing this years before and how easy it was to set up and run, I guess my sales pitch succeeded, because they agreed and I was roleplaying, primarily, for the bulk of my income from around 2009/2010.

I was, I consider myself, to be extremely lucky, to be in the right place, with the right experience, to be able to offer this unique service which had proven results, but I knew the laws of supply and demand, so I offered this service, but at a premium price. 2x 1.5 hour lessons, twice a week for $90 an hour, per 'group'. They accepted for those students who wished to participate. which was maybe 90%.

In such a closed environment, I was able to have groups run synchronously in the same world, meeting the same NPCs, either before or after previous groups, the logistics and economy of each group affecting any later groups, "Oh sorry sir, a group of adventurers just bought my finest sword just last week". I could even allow 1 of the groups to be the bad guys, having them just ahead of other groups, plotting evil, leaving traps and ambushes along the way, before they settled down in a well defended location, and only when a player from one group disguised his character as evil (and he asked the group if he could join, because he wanted to play an evil character too) could he then reveal himself at the last possible moment and foil their plans.

After watching this Legacy style play, I invited several other GMs I knew from other countries to participate. One from Estonia, one from latvia, Germany, England and the US, to have their 'groups' running in the same world, I sent maps of events via email to the GMs and their groups interacted, somewhat, with my groups.. I even got my old players from Australia to join in via skype for some epic moments.. it was amazing.

But real life, always seems to throw you a curve-ball.

My boss, who approved the games for the majority of my client base, and his boss who joined in once or twice, moved on, and the new guy was more hard-nosed to the idea of 'games as education', the country went into turmoil over govt restrictions, another of my clients warned me that things were going to get difficult in the next few years, so I left, returned to Australia and decided to knuckle down and get my degree, get my site up and running, and after raising some funds, publish my game.

I've run some Legacy style games since then, gotten my old Russian players and even the American players to join in, I think its the angle that sets my gaming apart from others, knowing that any NPC can often be a PC from another group, seems to wake players up just a tad more and take notice.

 So, my thoughts on Pay to Play


I've talked already in a previous post about how I think you need to bring more to the table than just 'run a game' to be a professional GM. To me, that's attention to detail in your world, your NPCs and being able to run your game without a rulebook. This usually means a working knowledge of Physics, Human communication, Psychology, Cultures other than your own, Sleeping outdoors, walking in caves, fighting in the rain, anything that gives you an edge from any other guy that just 'reads the rules and runs a module'.
When your paying to play a game, you're paying for the convenience of having a GM that is prepared and unable to flake and players of a like minded attitude of "I'm paying to be here, so I'm not going to mess around, or waste time with off topic chatter or argue about rules", Other players are there for the same reason you are, to have fun in the limited time you have, because you work hard, want to rest up, relax and play a game, and you only have 4 hours spare on a thursday night to do so. You could spend $30+ at any number of events IF you had the right friends and the timing was right for that particular time frame, so why not spend your $30 sitting down, relaxed at a table, with some like minded adventurers who wish to get their game on.

As a Paid GM, I love having players that are ready, attentive, pay attention to the details, play in character, don't cancel unless its actually important and bow out if its not the right group, the right setting or the right game, rather than stay 'because its your friends' and disrupt the game for everyone else.

So, it might be that I'm the highest paid GM in the world?

I was having a chat with a guy online about what it is to be a Paid GM, and we were looking for an analogy, some people refer to artists or movies or such, and as we talked about it, I admitted that I was already a paid GM for years, my first paid gig back in 1992, and he was offended, but curious.. and that seems to be the internet right now on the subject of paid GMs.. offended but curious, and when he asked how much did I make.. well that blew his mind.

  as a Paid GM, 2005 to 2012, from 5 to later 40+ hours a week

I think my 2 cents on the matter, well, matters?

I didn't start at 40 hours GMing, but it was mostly in the last 3-4 years of that maybe 50 hours, running 6-10 groups a week, but when I started I was scraping by for 'costs', bus & food, approx $20 ($5 each player) for a 4-6 hour session. I've been compared to being a prostitute to an artist, my sessions from a glorified conversation, to the equivalent of a theatrical performance worthy of the stage. Some people can't justify paying for a GM, any more than they can justify going to a restaurant, when they can cook for themselves at home. 

The Dungeon Master by KwongBee-Arts
I think (and remember, this is purely my opinion, not canon/law/rule) one of the differences between professional and not, is more about the ability to cope with all the things the average GM never would. As I trained in hospitality (and for some time as a cook) I'll compare as such:

Cooking at home, for friends, you pay for the costs yourself, lighting, heating, food (as would a GM, buys his own books, prep, etc) take the time, because you have it, and if it all goes pear shaped, your friends will accept an apology and a pizza. There is no more expectation than you showing off your ability to cook, and your friends saying "well done, you can cook" (Thanks for a good game, see you next week).. you are getting paid.. in praise and a feeling of success.

A Chef though, having trained for years, day in day out, thinking, breathing, living in a kitchen, is expected to be 'good' as a default norm. He can look in a fridge and prepare a meal from almost any ingredients, without thinking. He knows a classic set of meals, some variants, he can replace any missing ingredient with an equivalent and still make a fine meal.

So, I would say a Pro-GM is someone who has at least 3 years of basic training, daily sessions, 40 hours a week, so if you say been a GM casually, but that includes 10% cancellations, 4-5 hours on a Sunday, then you'd need 20+ years to match basic training. A Pro GM can run a game without a system, just as a discussion and a coin to flip, without skipping a beat, match the game to the players requests (space/horror/western) but not cow-tow to their demands.

You open the dungeon door to reveal... a filet!
Chefs also learn to create their own food, but they also price it, determine its caloric value, its cost to produce in goods and time and how repeatable junior chefs can make the meal. So that would mean the same equivalent of creating dungeons.. not just scribbling a random map and adding monsters, but fleshing out the ecology of said dungeon, how it came about, what existed here to begin with and why it got kicked out. what adventurers already came here and died to determine how the rumours of said dungeon eventually drifted back to towns to trigger the current team to come here.

Prep-time should be amortized over a more realistic schedule, You can't figure in 60 hours prep for a single session, (unless the client knows they are paying for a unique, once off, never to be repeated adventure), prepping a session should give you at least 3-6 sessions x 3-6 groups, breaking down to maybe 2 hours per group per session, If the average wage of your country is $20 an hour, and you run a 4 hour session, then $80-$120 might be viable for an equal -supply vs demand- environment, but until people recognise this proGM level of talent and are prepared to pay $120 (for a group, thats $30 each for 4 players, $7.50 an hour) for a Sunday afternoons entertainment, then you have to charge less.. and as your name becomes known, and your demand increases.. then, like any decent job, you can ask for a higher price.

When you go to a restaurant though, you get more than just a chef, you get an environment, you get to compare this to others who've been to this restaurant, you get to take photos of your food and post it on your social media. So this too could be considered part and parcel of attending a ProGMs game. Some people argue that running D&D isn't fair, because you're using their system, their worlds, you're not doing all the work. Well you could argue that the chef doesn't grow the food, but I sorta agree that while the chef uses recipes that are common to the world, the better chefs use their own recipes.

I've heard it said "make sure you have a doctor and lawyer in the family" so you didn't have to pay for these expensive costs. In my day, family and friends helped each other out. Hairdresser, builder, Electrician or Plumber you had someone to do these things and you paid them for the materials, but in return you supplied YOUR skills for free. Today as an IT guy, I'm often asked to 'fix' peoples computers.. for free?! So if you have a GM friend, it feels normal to get them to run a game for free, they're your friend.. but what service are you supplying your GM friend for free in return? 

At the end of the day, People will pay for an experience that they can't achieve themselves. Some people have a bar in their back room and invite friends, but the rest go to a bar, Some have a pool, but the rest go to a public pool. So if some people will pay to have a game run for them, which has a nice clean start, middle and end, is structured, run professionally, friendly and enjoyable, then more to them.

Now.. how do I get my players to post social media of our games.. lol..

The Little RPG Group - Merinid_DE