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Professional GM: Possible Return
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<blockquote data-quote="Janx" data-source="post: 4773848" data-attributes="member: 8835"><p>I see you posted a few numbers while I was writing my lengthy post about math.</p><p></p><p>Lessee, $900 a month</p><p>2-3 sessions a week, which I think is the max you're realistically going to get.</p><p></p><p>Note, max does not mean likely. But let's look at max first.</p><p></p><p>let's assume 2-3 a week means 2.5 and multiply that by 4 to get to per month scale.</p><p></p><p>That's 10 sessions for $900 which is $90. Funny, because that's what my math said you need to charge if you spend 15 hours a week working on it.</p><p></p><p>I realize there's some fuzziness in how long you might actually spend working on sessions, but if you spend significantly MORE than 15 hours per session, you are over-working, compared to doing a minimum wage job (under-paid).</p><p></p><p>If you can spend LESS than 15 hours per session, that gives you free time to work somewhere else, and that's actually good economic sense.</p><p></p><p>However, those numbers are only good if you're truly working at capacity (per my time estimates).</p><p></p><p>Odds are good, you won't be getting that level of work, even if there is some demand. Especially starting out.</p><p></p><p>That means, you actually need to charge more per session, in order to meet your goals (or at least be closer to reaching your financial goal while not running at maximum capacity). Ironically, once you get the system going, and a client base working, you can actually make more money than your minimum. But the trick is you've got to get the ball going, and make a fair wage while doing so.</p><p></p><p>I'd recommend to base your estimates on a lower frequency. Obviously, the extreme would be 1 session per month (asking for $900 for that one session would be difficult). </p><p></p><p>Let's shoot for 1 session per week as an optimistic yet not maximum goal. THat then means you need to charge $225 per session, which would be $56.25 per player in a four PC game.</p><p></p><p>$50 is pretty pricey for my demographic. In a more affluent market, it may not be a big deal. Ultimately, since your selling a service that many people do themselves, your target market IS wealthy people.</p><p></p><p>For my self, as a tech sector professional, given that the level of work could be equal to a day job (especially if running at capacity), I would have to use my salary for my calculations, and that would price me out of the market. I would have to, because I have to pay my bills.</p><p></p><p>Basically, selling the service at a rate that at best would meet Federal Poverty standards is not worth your time. There are better jobs out there. Given that the math performed on those numbers makes prices that most people balk at, that shows that the feasibility of selling this service is low.</p><p></p><p></p><p>I did a google for "Professional Game Master" and found 2 relevant links to people who sell this service. And they weren't at the top (it was instead forum pages discussing professional GMing). The idea of selling GMing services isn't new. The fact that pretty much nobody is doing it is because the viability of doing so is low.</p></blockquote><p></p>
[QUOTE="Janx, post: 4773848, member: 8835"] I see you posted a few numbers while I was writing my lengthy post about math. Lessee, $900 a month 2-3 sessions a week, which I think is the max you're realistically going to get. Note, max does not mean likely. But let's look at max first. let's assume 2-3 a week means 2.5 and multiply that by 4 to get to per month scale. That's 10 sessions for $900 which is $90. Funny, because that's what my math said you need to charge if you spend 15 hours a week working on it. I realize there's some fuzziness in how long you might actually spend working on sessions, but if you spend significantly MORE than 15 hours per session, you are over-working, compared to doing a minimum wage job (under-paid). If you can spend LESS than 15 hours per session, that gives you free time to work somewhere else, and that's actually good economic sense. However, those numbers are only good if you're truly working at capacity (per my time estimates). Odds are good, you won't be getting that level of work, even if there is some demand. Especially starting out. That means, you actually need to charge more per session, in order to meet your goals (or at least be closer to reaching your financial goal while not running at maximum capacity). Ironically, once you get the system going, and a client base working, you can actually make more money than your minimum. But the trick is you've got to get the ball going, and make a fair wage while doing so. I'd recommend to base your estimates on a lower frequency. Obviously, the extreme would be 1 session per month (asking for $900 for that one session would be difficult). Let's shoot for 1 session per week as an optimistic yet not maximum goal. THat then means you need to charge $225 per session, which would be $56.25 per player in a four PC game. $50 is pretty pricey for my demographic. In a more affluent market, it may not be a big deal. Ultimately, since your selling a service that many people do themselves, your target market IS wealthy people. For my self, as a tech sector professional, given that the level of work could be equal to a day job (especially if running at capacity), I would have to use my salary for my calculations, and that would price me out of the market. I would have to, because I have to pay my bills. Basically, selling the service at a rate that at best would meet Federal Poverty standards is not worth your time. There are better jobs out there. Given that the math performed on those numbers makes prices that most people balk at, that shows that the feasibility of selling this service is low. I did a google for "Professional Game Master" and found 2 relevant links to people who sell this service. And they weren't at the top (it was instead forum pages discussing professional GMing). The idea of selling GMing services isn't new. The fact that pretty much nobody is doing it is because the viability of doing so is low. [/QUOTE]
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