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<blockquote data-quote="Janx" data-source="post: 6264552" data-attributes="member: 8835"><p>well, you didn't say it the way I said it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And what you said read as opposition to my point, which is Math determines how much somebody needs to charge.</p><p></p><p>The only way to make GMing viable is to get volume and re-use of costs.</p><p></p><p>In the world of yarn, people get the bright idea that my wife should sell her work.</p><p></p><p>What they don't get is good yarn is $20-60 a ball (and a project takes a ball or two). And it takes 8 hours or much more to do a project.</p><p></p><p></p><p>The price, as applied to the modeling I describe that she would need to charge in order to "make a living" would be ridiculous. Nobody would pay that much for a yarny-thing they can get cheaper at Target.</p><p></p><p>As a business, she'd need to lower costs/increase production by hiring off-shore slaves to do the work.</p><p>That's the only way to lower the price to something people would pay.</p><p></p><p>So, she does it for fun, and gives out very nice presents on present-giving holidays.</p><p></p><p>Pro-GMing suffers from a similar problem, even if the guy could run solely published material. There's only so many games he can run a week (per when people typically consume D&D). And he needs to make a living wage. Which prices Pro-GMing past the consumer threshold for "what the market will bear"</p></blockquote><p></p>
[QUOTE="Janx, post: 6264552, member: 8835"] well, you didn't say it the way I said it. :) And what you said read as opposition to my point, which is Math determines how much somebody needs to charge. The only way to make GMing viable is to get volume and re-use of costs. In the world of yarn, people get the bright idea that my wife should sell her work. What they don't get is good yarn is $20-60 a ball (and a project takes a ball or two). And it takes 8 hours or much more to do a project. The price, as applied to the modeling I describe that she would need to charge in order to "make a living" would be ridiculous. Nobody would pay that much for a yarny-thing they can get cheaper at Target. As a business, she'd need to lower costs/increase production by hiring off-shore slaves to do the work. That's the only way to lower the price to something people would pay. So, she does it for fun, and gives out very nice presents on present-giving holidays. Pro-GMing suffers from a similar problem, even if the guy could run solely published material. There's only so many games he can run a week (per when people typically consume D&D). And he needs to make a living wage. Which prices Pro-GMing past the consumer threshold for "what the market will bear" [/QUOTE]
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