Best times to run games

We have taken it upon ourselves to do research and provide our data for all to use as they please. Now currently it is a very small sample size and you can help expand it by filling out this survey and sending it to your players to fill out. This chart is in Central Time.

Now this is for all TTRPGs, this chart starts at Monday and ends on Sunday. Friday evening is reported to be the most in demand time for professional game masters. Monday evening also tends to be popular. Saturday mornings and afternoons tend to be more popular than Sunday mornings and afternoons.

This poll also doubled as a systems poll. Now I did not divide them up into their editions because many people did not specify editions.

Thank you for reading I hope this information helped you in some way.

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On the Future of RPGs

I’d like to present these ideas to the community of Role Players and would be curious to hear other people’s thoughts on this.  I feel that RPGs represent a new art form and that the state of the art is in its infancy.  I’d like to ruminate on the topic for a bit.

RPGs are a new art medium akin to the canvas, the printing press, and film. They present a structure upon which a new art form has been created in the last light of the 20th Century. They bring together a set of skills and prior art forms, mixing them together into a new combination that has not been seen before. Storytelling, cartography, improvisational theater, mathematics, history, science, and fantasy have been co-mingled in an infinitely variable medium in order to create a form of entertainment that can be as immersive as a great novel, as exciting as a joust, as thoughtful as chess, and as funny and charming as the best theater. Can be. However, up until very recent days Gamesmastering has been, despite its joys, an indisputable burden. Creating a World and managing a game are hard work.

Recently, though, we’ve begun to see a new set of tools online that seem to offer help with the various aspects of GMing that make it difficult. And even better tools are on the way. These tools will make it easier over time for Gamesmasters to create and host their worlds, either at home with their friends or online for anyone who is connected to the Internet. Roll20, TavernKeeper, Obsidian Portal, PC Gen, Fantasy Ground and Realm Works, to name a few, are software applications that take various aspects of the GM’s tasks and either automate them or help manage them. New systems will come online as well. Among them will be mine. It’s a system called Elthos RPG. I’m very proud to be among the pioneers in this new art.

I believe that the future of RPGs is very bright. The reason why is because no other activity brings together such a plethora of skills and arts into one comprehensive whole and makes something as fabulous as the social experience of creating a story with your friends. While many RPGs focus on combat and tactics, there are others that produce amazing stories out of the game play. It is toward these experiences that I think the future is leaning.

I imagine a future in which Gamesmasters will be able to host worlds online for scores, hundreds, and eventually thousands of players at a time. Teams of Gamesmasters will be able to co-create and co-GM these worlds, keeping them alive with ever changing story lines, and building histories out of what the Player Characters do. I envision being able to play in these worlds via optical interfaces that bring together artwork, music, and story craft into one comprehensive medium upon which Gamesmasters and World Weavers will be able to paint fantastic universes. We will no longer go to the movies – we will be our own main Characters in the movies… or in the game.

I believe that to fulfill this vision some Gamesmasters will rise to a level of skill and mastery of the art that will allow them, compel them in fact, towards a career of Professional Gamesmastering. And I think that the confluence of creativity and skills necessary to do so, along with the tools that are being prepared for it, will bring us into a new age of creative endeavor where the lines between authors and actors, artists and musicians, story tellers and the audience will blur and dissolve. We will become the art, and the art will become us.

I’m delighted to have the opportunity to participate in this grand experiment and experience. I look forward to this future with great anticipation.

Additional Points Recently Made By Members of PGMS

“The other advantage (V)TTRPGs have over other forms of media and storytelling is the self-deterministic model. Even running based on pre-published adventures and campaigns, there is ample room for GM and players to together take the story places the authors of the modules never even considered. This both creates the ongoing sense of novelty humans crave while simultaneously customizing the content to the preferences of each audience.”

  • Talara

“Given that computer personas are getting pretty Turing-capable already, I think the live playing of NPCs is just gravy. With the automation and delegation of submechanical systems to take up 90 (?) percent of gameplay on a “tactical” level, this leaves the GMs free to plan and distribute narrative structures in ways that are more strategic and narrative: meaningful and specific to Players. The greater portion of the GM Team’s time might be developing themes, adding symbolism, setting up connections between narrative modules, plus “cutaway” moments which might use the NPC features for onboarding, mission negotiation, and hook scenes, whatever.”

  • Tod Foley (AsIf)
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Nerdarchy on Professional Gamemastering

My comments are below the video but I will post them here as well.

There are a bunch of different models for Professional Gamemastering. The one discussed the single one that I think is the least likely to succeed, or rather the hardest to make succeed – Gamemasters charging their players. Other models are likely to be more lucrative, and more plausible. For example, running education-oriented games for kids where their parents pay. Another is running games for people in hospitals. Another is running GM-Player Troop live streamed where the audience pays. Etc. Which isn’t to say that GM’s charging Players to pay can’t work. It can. If you charge $6 / hour / player and you play 4 groups of 6 players for 5 hour games each week you pull in $720 per week, or $2,880 per month. For some people in some situations that might be a livable wage, depending on your expenses. You can also play around with those numbers until you find the amount of money you need to live, and set that up – IF you can set that up (ie find enough players willing to pay your fee consistently). But even so, that’s a lot of GMing per week, right? Well that comes to 20 hours / week. If you did 40 hours per week it would be double that and you’d be earning $5,760 / month. That’s a lot of GMing work and doesn’t account for prep time, but those are the numbers you can play with.

However, you also have to deal with the political fall out of lots of players and even some GMs getting on your case and saying “you shouldn’t be charging for GMing – it’s wrong!” and making a big stink about it. Of course some people have tough skin and for them the obvious answer to that criticism is to tell such people to STFU and mind their own business. On the other hand I can understand the player’s beef with it. If you get a service for free, that’s always been free, that you like but don’t want to pay for, you’re going to resent seeing that some people starting to charge for it. You’re going to think that your own GM will suddenly catch the bug and start charging. And you’ll hate that. Even if it’s totally worth it, and even if the GM totally deserves to get paid because of the amount of work he or she puts into prepping and creating their world. You’ll resent it, and you’ll argue against it saying that it’s morally wrong to do that kind of thing because “It’s supposed to be for free”. I get why they are arguing that. I don’t agree with it, but that’s a different matter. At least their arguments have a basis in logic. They don’t want to have to start paying for something they currently get for free. Yep. Get it.

As for me, I’ve done Professional GMing. It was huge fun, and I made good money at it. Very good. But I also put in a huge amount of work into my games, and made it worth the money. I ran games for kids, though, so the parents paid, not the players. I think that is a sensible model because everyone gets something out of it, and the economics of it work, and there were absolutely no complaints. It was, in fact, totally awesome. However, as a programmer / analyst by day, I can make a LOT more money doing my day job than what I could make as Pro-GM, so as glorious as it was, it still can’t match my day job. So there you have it. I stick with my day job.

I totally encourage Professional Gamemastering, and as founder of the Professional Gamemastering Society I want to be clear on this point: There’s a lot of potential here. But the one with the absolute hardest success path is the one being most discussed. That’s because it’s the most controversial. But again, it can be made to work, but you’d be very hard pressed to get rich at it. It’s a gig economy, and you really can’t charge that much to most players and you only have so many hours per day, and can only manage so many people at a table.

The one with the most promise is the audience based one. I’m going to be working towards that in the future, if I can manage to swing it because that’s where the money is.

As for people paying celebrity GMs … yeah, for the tiny number of celebrity GMs out there, they could do that, and make maybe a $500 per game. But most people interested in Professional GMing aren’t celebrities. They’re just good enough at what they do to see the value in it and want to charge accordingly for their time. Because we all know – GMing takes a lot of time and time = $. Einstein proved that.

 

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Welcome to the PGMS!

Welcome to the Professional GameMaster Society

There’s been some talk on Google+ and on Roll20 about the idea of Professional GameMastering.  Spurred on by the enthusiasm for the concept by GameMasters who contributed to our ‘Concepts & Brainstorming’ sessions we decided to create the Professional GameMaster Society website, via which we hope to parley our ideas into real world results.   We will be posting our experiences and advice to GameMasters here.   Please stay tuned and help to expand upon the concept.

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