When play becomes work.
Starting early next year, I plan to start charging money for what I used to do for free. I’m moving into transactional game mastery, thus seemingly turning my hobby into what the kids would call a “side hustle.”
It’s not about the money. At $15/player for each session, no one gets rich taking money for GMing. No, this is about getting buy-in, and I mean that literally and figuratively.
I’ve long said that something given away has no value to the recipient, so I don’t write anything substantial for free. It’s the same with gaming. Offer a game gratis, and people can take it or leave it. They might even sign up, then quit before it starts, throwing delicate plans into disarray. But ask for a cash investment, and people are bought in. The game becomes worthwhile to them, not only in terms of time but also in terms of money. It stands to reason they’ll be more engaged. More engaged players are always a good thing.
The key is ensuring play doesn’t become work. As with writing, it’s too easy to slip into the mindset that anything that brings in cash is a kind of employment, with all that entails. I’m not interested in being an employee. We’re playing games and having fun, not making products, and that’s important to remember.
I’m curious about this and willing to put in the time and effort, so let’s see how it goes.