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> I also love that you're making being a "Professional Dungeon Master" a plausible future career choice. :) Professional DM'ing will never be good for anything other than making some money on the side unless you're charging players an unreasonable amount of money. Yes, there is an imbalance of potential players versus DM's, but at the end of the day the only thing preventing anybody from being a DM is getting over false assumptions that "it's not as fun as playing a character" or "I'm not Matthew Mercer and thus I'm going to be a bad DM". If my introverted and self-critical ass can DM and have players enjoy the experience, so can whoever is reading this. I DM a weekly 2-hour session, beyond the actual time spent in the session I spend ~45 minutes prepping every week (and I'm running published modules right now, not homebrewing, so that's just time spent reading ahead, writing session notes, etc.). Paid DM's generally charge $25 per player for a four hour session, and their prep time is included in that - given that even running the same module for multiple groups still requires prep time and longer sessions moreso, you're only making $15-25/hr before banks, taxes, etc. take a cut. Not only that, but being paid means you have fairly high expectations placed on your skills that nobody would have for the friendly DM running a game for fun. I don't have anything against paid DM's, but unless you are literally providing an insanely polished experience that has potential players willing to drop $50 each for a session you're not going to be making a living off it that justifies the time spent beyond some extra pocket change. |