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The Monetization of D&D Play
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<blockquote data-quote="Iry" data-source="post: 7355334" data-attributes="member: 6777378"><p>I used to run games for money. I had a skill set and the desire to make some money with those skills, so I put out an advertisement (flyer with tear-off tabs) at several LGS that I was friendly with. I ended up charging $20 per person for an 8 hour session (I considered $10 for 4 hours, but I had no shortage of people interested in the 8 hour games). Usual attendance was 4-5 players in on any given night.</p><p></p><p>I ran the same adventure three nights a week, for three different parties. One guy showed up on two different nights a week and just played a different character. I suppose he enjoyed seeing the plots develop in different ways between two groups.</p><p></p><p>I can share a few heart warming stories that came out of it, such as one woman who wanted to learn D&D for the first time to surprise her boyfriend for his birthday, one married couple who made a great team, and a father / son duo who wanted to teach his kid to play just like dear 'ol dad.</p><p></p><p>But I will say that the overall experience was very negative. Many of the players who were willing to pay for the service had seriously bad habits, and sometimes had been kicked out of other games and nobody else was willing to play with them. This included classic problems like the unwashed and foul smelling players, players who fly into rages when they don't get their way, and sexist players who belittle others at the table.</p><p></p><p>Of course, I didn't tolerate such players for long. But then came the demands for refunds, not just for the night (completely reasonable), but for the entire duration of their adventure with me because they felt like their time had been wasted.</p><p></p><p>Now, I could have used a more vigorous vetting process to make sure that the right players were matched with the right groups, filtered out the bad players over time, and eventually built up a loyal player base where everyone would have a good time. But, chargeback fees were troublesome, the self employment tax was brutal, and I started to burn out on my "fun" hobby, so I abandoned the venture.</p><p></p><p>But I did invite some of the really good players to my real table!</p><p>So, happily ever after? Kinda.</p></blockquote><p></p>
[QUOTE="Iry, post: 7355334, member: 6777378"] I used to run games for money. I had a skill set and the desire to make some money with those skills, so I put out an advertisement (flyer with tear-off tabs) at several LGS that I was friendly with. I ended up charging $20 per person for an 8 hour session (I considered $10 for 4 hours, but I had no shortage of people interested in the 8 hour games). Usual attendance was 4-5 players in on any given night. I ran the same adventure three nights a week, for three different parties. One guy showed up on two different nights a week and just played a different character. I suppose he enjoyed seeing the plots develop in different ways between two groups. I can share a few heart warming stories that came out of it, such as one woman who wanted to learn D&D for the first time to surprise her boyfriend for his birthday, one married couple who made a great team, and a father / son duo who wanted to teach his kid to play just like dear 'ol dad. But I will say that the overall experience was very negative. Many of the players who were willing to pay for the service had seriously bad habits, and sometimes had been kicked out of other games and nobody else was willing to play with them. This included classic problems like the unwashed and foul smelling players, players who fly into rages when they don't get their way, and sexist players who belittle others at the table. Of course, I didn't tolerate such players for long. But then came the demands for refunds, not just for the night (completely reasonable), but for the entire duration of their adventure with me because they felt like their time had been wasted. Now, I could have used a more vigorous vetting process to make sure that the right players were matched with the right groups, filtered out the bad players over time, and eventually built up a loyal player base where everyone would have a good time. But, chargeback fees were troublesome, the self employment tax was brutal, and I started to burn out on my "fun" hobby, so I abandoned the venture. But I did invite some of the really good players to my real table! So, happily ever after? Kinda. [/QUOTE]
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