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Professional GM: Possible Return
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<blockquote data-quote="Janx" data-source="post: 4752558" data-attributes="member: 8835"><p>if you need money, everything you do should lead to making money in as direct a fashion as possible.</p><p></p><p>Consider how many hours of prep work it takes to run a 4-5 hour session. Add those together, and that's the total time cost to make the money you get for that gig.</p><p></p><p>Compare that to flipping burgers for $8 an hour (or more I hear). The prep-time to flip burgers is basically travel time to get to work. </p><p></p><p>At your pricing, you should find that flipping burgers is more efficient, leaving you more time to work on "what you really want to be doing."</p><p></p><p>Not to bash you, but when you say you think you botched an interview for BK, how does that indicate you have the communication skills to be an exceptional GM. I do give you credit for being aware that you botched the interview, some folks aren't even alert to that. The point though is, to be a good GM, you should have hireable attributes. Not being able to land a job isn't a promising sign.</p><p></p><p>As a whole. the Pay-to-Play plan is risky (and it is Pay to Play, as in paying money to play). There's too much competition of free GMs, even if I'm surprised that they don't charge for it, given the scarcity of good GMs. You will need to be lucky to get an audience that is willing to pay. That's hard.</p><p></p><p></p><p>If I were going to do a pay-to-play system, I'd go with a flat rate, and write my material to have an estimated duration of 4-5 hours. I'd do a flat rate, because I know my work level increases as head-count goes up. I also don't want to be bothered with managing working minutes, to prove my bill is correct. I'd also screen/interview clients, because I'd want to build a party that can play together (and that I can stand working for). I'd make sure they get the right level of "munchkinism" because frankly, the players are paying me to have a good time, not slog through poverty and depressing realisim, unless they actually say they want that (which is the point of interviewing them).</p><p></p><p>The reason I don't do a pay-to-play system is that I'd need to be networked to the exact audience that is willing and able to pay. That's harder to find. The people who are paid-GMs have lucked out on finding that audience, and I would bet most of them were ASKED to do it.</p><p></p><p>We all would love to do something with our hobby and get paid for it. But the fact is, we can't all have dream jobs. Somebody has to flip the burgers, haul the trash, and scoop the poop.</p><p></p><p>Your best money-making bet is to find something people ARE asking for, and if you can deliver it, do so. That's how you'll get paid. If nobody's asking for a GM, with an "I'll pay him" clause, then it's not a likely market.</p></blockquote><p></p>
[QUOTE="Janx, post: 4752558, member: 8835"] if you need money, everything you do should lead to making money in as direct a fashion as possible. Consider how many hours of prep work it takes to run a 4-5 hour session. Add those together, and that's the total time cost to make the money you get for that gig. Compare that to flipping burgers for $8 an hour (or more I hear). The prep-time to flip burgers is basically travel time to get to work. At your pricing, you should find that flipping burgers is more efficient, leaving you more time to work on "what you really want to be doing." Not to bash you, but when you say you think you botched an interview for BK, how does that indicate you have the communication skills to be an exceptional GM. I do give you credit for being aware that you botched the interview, some folks aren't even alert to that. The point though is, to be a good GM, you should have hireable attributes. Not being able to land a job isn't a promising sign. As a whole. the Pay-to-Play plan is risky (and it is Pay to Play, as in paying money to play). There's too much competition of free GMs, even if I'm surprised that they don't charge for it, given the scarcity of good GMs. You will need to be lucky to get an audience that is willing to pay. That's hard. If I were going to do a pay-to-play system, I'd go with a flat rate, and write my material to have an estimated duration of 4-5 hours. I'd do a flat rate, because I know my work level increases as head-count goes up. I also don't want to be bothered with managing working minutes, to prove my bill is correct. I'd also screen/interview clients, because I'd want to build a party that can play together (and that I can stand working for). I'd make sure they get the right level of "munchkinism" because frankly, the players are paying me to have a good time, not slog through poverty and depressing realisim, unless they actually say they want that (which is the point of interviewing them). The reason I don't do a pay-to-play system is that I'd need to be networked to the exact audience that is willing and able to pay. That's harder to find. The people who are paid-GMs have lucked out on finding that audience, and I would bet most of them were ASKED to do it. We all would love to do something with our hobby and get paid for it. But the fact is, we can't all have dream jobs. Somebody has to flip the burgers, haul the trash, and scoop the poop. Your best money-making bet is to find something people ARE asking for, and if you can deliver it, do so. That's how you'll get paid. If nobody's asking for a GM, with an "I'll pay him" clause, then it's not a likely market. [/QUOTE]
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