| Ok I'll take your post at it's original concept, DM'ing as a job.
First, let me say that I DM far more than I play. I have been running games since I was 13. I will admit to not doing much dming with strangers. I find that these are the most diffucult because I don't know enough about the people I'm playing with to tailor my style to something they like. But I've still had an ok time with this.
So, how would you need to treat this to make it work as a job rather than a hobby? The key is you need to bring to the table a level of preparation and an attitude of professionalism that shows your taking this as your job.
All I can do is give a list of things I would do if I were trying to DM as a professional: 1) Survey your clients.
This is by the most important for me. In order to tailor my session to the play style of the people I'm playing with I need to know what type of game they are looking for. Do they want a combat heavy game? A plot heavy game? Do they want more actual freestyle roleplaying or to roll dice through skill challenges? This kind of stuff you pick up with a group over time, but since this is a customer based service I would probably ask customers to please fill out a survey to maximize their gaming enjoyment. A menu helps mitigate a bit of this, but realize that if your gaming for 5 people you'll have 5 different play styles at the table. It's best to offer something for all of them. 2) Be Organized & Prepared
You need to come to every session with your notes, npc's, and books ready to go. You should have handy pages that allow you to minimize prep time and get to serious gaming. If I'm paying for your time I want to be sure that you don't mess around setting up. I would also probably not charge clients for setting up, bathroom breaks, etc. I might even have a time clock that can be stopped during gaming shouldd I take a break or whatever. You'll need to present an itemized billing summary indicating the times you spent DMing. 3) Research and know your settings.
Typically for some service like this I would stick to prepared settings and I would know everything I could about them. This means for Forgotten Realms I expect you to read the books, know the campaign guide, and the history rather well. This means that during the day you are spending time preparing for your job by studying up for the session. Same for Eberron. Even if your adventures don't reference this, I am paying you to DM I expect to have something I can't get from my friends. An expert on the setting shows a dedication that may be hard to match and be something worth the money they're paying. 4) Prepare Props, Voices, and Deep NPC's
Another thing that I would expect since this is your primary job is that you would come with something that I dont' have time to prepare on my own. Inventive props is one thing I find takes extra time to prep. If your running adventures off a menu, you should have props ready for most of them. I would also prepare to do some voices and personalities. You might even practice these in your spare time ala acting classes or such. I would also develop fully detailed backgrounds on your NPC's. 5) Dress & Act Professionally
This is something I hope doesn't need to be said but you never know. I am not saying to roll in to the session in a tie, but slacks and a nice shirt might be good. If you show them you are treating this as a professional event then they will more likely be happy to pay you. Still be fun at the table, personable and engaging but don't roll in with jeans and a t-shirt that says "You must be this tall to ride this ride." 6) Offer Special Classes & Tutorials
Sometimes what really helps a group is a session just where you sit down with them and go over what is gaming or how to DM. I've had some great times with the players in my games just discussing the issues of metagaming or how to develop a deep plot. Some people who may be loathe to hire you as a DM would jump at the opportunity for some instruction on monster design, plot writing, NPC creation, or simple instruction on rules & DMing. I would also suggest offering a kid friendly tutorial where you can help younger players learn the ins and outs of DMing. 7) Collect Feedback from Every Group
I suggest coming up with a feedback form or evaluation form for people to fill out after every session. Tell them they don't have to put their names on it, but if they could fill out the small survey and write any suggestions that would be really helpful. If they don't want to give it you now make sure you have an online site for anonymous feedback.
That's all my suggestions for now. Good luck on this. I really hope you succeed. I have to reiterate the point that you need to offer something that people can't get at home. |