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Owen KC Stephens' Tabletop RPG Truths #2
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<blockquote data-quote="dchart" data-source="post: 8012562" data-attributes="member: 6706071"><p>I think we're actually a lot closer together than we initially appeared, but this may be the point of difference. It's not <em>just</em> about the money. Very, very few of the things that keep people in other jobs despite not liking the job apply to writing TTRPGs. Pay? No. Stability? No. Medical insurance? No. Inertia? No. Social prestige? No. Expectations of friends and family? No. Social interaction with your workmates? No. (Almost everyone is freelance, working alone.) More of them apply to the small minority who have jobs at TTRPG companies, but that's very few of the people working in the industry. This is why it matters that you have never worked in the TTRPG industry. Your experience elsewhere is, I think, leading you to make silent assumptions that don't apply here. I absolutely believe your grad school example, because I've been in grad school. It's totally different from writing TTRPG material.</p><p></p><p>Is it literally true that everybody loves it? No, that was rhetorical oversimplification. However, for the majority of people working in this industry, the only aspect that can be positive is the creation of the material itself. Most of the other explanations for why someone might stay in the business are not available, because of the way the business works. I wouldn't say this about any of the other fields I've worked in (mostly academia/teaching related); it really does depend on distinctive features of the TTRPG business.</p></blockquote><p></p>
[QUOTE="dchart, post: 8012562, member: 6706071"] I think we're actually a lot closer together than we initially appeared, but this may be the point of difference. It's not [I]just[/I] about the money. Very, very few of the things that keep people in other jobs despite not liking the job apply to writing TTRPGs. Pay? No. Stability? No. Medical insurance? No. Inertia? No. Social prestige? No. Expectations of friends and family? No. Social interaction with your workmates? No. (Almost everyone is freelance, working alone.) More of them apply to the small minority who have jobs at TTRPG companies, but that's very few of the people working in the industry. This is why it matters that you have never worked in the TTRPG industry. Your experience elsewhere is, I think, leading you to make silent assumptions that don't apply here. I absolutely believe your grad school example, because I've been in grad school. It's totally different from writing TTRPG material. Is it literally true that everybody loves it? No, that was rhetorical oversimplification. However, for the majority of people working in this industry, the only aspect that can be positive is the creation of the material itself. Most of the other explanations for why someone might stay in the business are not available, because of the way the business works. I wouldn't say this about any of the other fields I've worked in (mostly academia/teaching related); it really does depend on distinctive features of the TTRPG business. [/QUOTE]
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