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[LFDM][PAID] Looking for DMs

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Dark Galaxies Gaming is looking for the following to fill DM positions: - DMs who can run 5E/Pathfinder/Starfinder games that are EU timezone friendly. (2pm EST ideally) - DMs that can make good D&D 5E homebrew content! (normal evening/night hours EST) - DMs to run Star Wars Saga Edition games All positions are Paid $30 per game. You should be able to run 3 games a week. Reply here with general questions. Direct message to apply.
- DMs who can run game that are EU timezone friendly. (2pm EST ideally) Any system in particular?? I run ASOIAF, VtM and AFMBE
Rnamer . said: - DMs who can run game that are EU timezone friendly. (2pm EST ideally) Any system in particular?? I run ASOIAF, VtM and AFMBE Hey! Updated the listing to reflect the systems we are looking for. Though we'd be willing to test run a Vampire game if you are willing to put in the time to homebrew it and make it a quality experience. Currently we don't run any Vampire games as we don't know if there is enough interest.
I'm down to run anything you'd want me to.
If you are still looking, I am available to DM certain days. If you need someone to run games, homebrew content, and familiar with 5e/Pathfinder/Starfinder, do feel free to get in contact, as to arrange things further.
That time is available for me 4-7 days a week, I love to DM, and I can do Pathfinder, D&D 3.5e, D&D 4e, and D&D 5e.
Why would a DM go through your group at let you take a cut of the $ instead of just posting their own game themselves? Just curious what you’re offering.
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FullStack said: Why would a DM go through your group at let you take a cut of the $ instead of just posting their own game themselves? Just curious what you’re offering. A number of things: 1. No investment for you. You host games using our bought and paid for material. We get everything the moment it releases. You are never behind on content! 2. Name recognition. We have over 300 players actively in our games. We have a Twitch channel featuring some of the biggest players in D&D. As our brand grows, so does the desire of players to play with us. 3. You only have to run the game. Customer complaints and refunds advertising...that’s all on us. 4. Opportunity. If you are really good at what you do and players are letting us know, you could potentially get Twitch time down the road. 5. Flexibility for the customer. They can transfer games at any time when there is scheduling conflicts or life changes. So they could transfer into your game if a seat is open!
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What is the average group size? Is just voice okay or is video required as well? Is the three sessions/week for separate groups? Are there guidelines in place for dealing with problem players or players who are incompatible with the rest of the group? How long is sessions on average?
Ashfires said: What is the average group size? Is just voice okay or is video required as well? Is the three sessions/week for separate groups? Are there guidelines in place for dealing with problem players or players who are incompatible with the rest of the group? How long is sessions on average? Groups size maxes out at 6 players for all out games. We advertise so long as a seat is open, so players can join throughout the campaign. Voice is fine. Yes, each of the 3 sessions is a different group that will be meeting weekly. So far this hasn't been a major issue, they have mostly just left. But yes, we would handle them in such a case where they are a major concern. Each game is 3 hours.
Hello, I am a homebrew creator, I've been DMing for around 12 years. 2 years of 5e experience, I'm not perfect on mechanics mostly because I follow the rule of cool and prefer well done storytelling over lawyering. As that may be viewed as a bit negative, I assure you what I lack in mechanical justification I can make up for with personality. Instead of focusing on difficult puzzles or 4 hour long encounters, I utilize game time to provide difficult character choices, ones that impact the flow and direction of the game. I have become adept in improvisation and have a method to keep things not only flowing, but correlated with the themes, and overall story. My combats are often shorter, but provide moments of desperation, fear, and anxiety for the players. Each fight has a reason, an impact, unless of course you're running around killing things because you like running around killing things.  I have been interested in making some extra side cash, and have been told by many players that I run games they can always look forward to. I have but one question, you mentioned we should be able to run 3 games per week is this a requirement? I currently run one and hope to be joining another, so I don't believe i'd have time to set up 3
We strongly prefer 3 games to make it a worthy investment for both sides. Message us and we can work out some details. Aaron S. said: Hello, I am a homebrew creator, I've been DMing for around 12 years. 2 years of 5e experience, I'm not perfect on mechanics mostly because I follow the rule of cool and prefer well done storytelling over lawyering. As that may be viewed as a bit negative, I assure you what I lack in mechanical justification I can make up for with personality. Instead of focusing on difficult puzzles or 4 hour long encounters, I utilize game time to provide difficult character choices, ones that impact the flow and direction of the game. I have become adept in improvisation and have a method to keep things not only flowing, but correlated with the themes, and overall story. My combats are often shorter, but provide moments of desperation, fear, and anxiety for the players. Each fight has a reason, an impact, unless of course you're running around killing things because you like running around killing things.  I have been interested in making some extra side cash, and have been told by many players that I run games they can always look forward to. I have but one question, you mentioned we should be able to run 3 games per week is this a requirement? I currently run one and hope to be joining another, so I don't believe i'd have time to set up 3
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Some of the DM's you've got running your games seem a little raw. Do you put them through their paces or interview them in any way to ensure they pass muster? What kind of quality control have you set up to make sure the players/payers are getting good value for their coin?
What's expected length of commitment?  Set number of sessions, until the module is complete (if running a module) etc?
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Typically it's knowledge-based assessment. If they know the rules and have ran games as a DM before that usually sufficient. We also look for a desire to give a quality game to the players. We also want them to have Roll20 experience. If they are lacking in any of those areas, sometimes  we offer to train them from the player side. What we don't do - We don't really judge "talent" as everyone DMs in their own way and players have their own tastes. What may be passing muster for one person, may not for another. What doesn't pass muster for you may be perfect for someone else. It's all very subjective. Some people want Matt Mercer, some people want Chris Perkins, some people want Koibu. All of them would fail the expectations of someone. That's why we judge based on knowledge customer service over muster or talent. In terms of their actual experience, it's not something we can really call references on so we take them at their word. We don't have many DMs I'd consider newbies or raw...the only two I know of that bluffed their way through the on boarding process didn't last beyond the first 2-3 weeks. Players let us know really quickly if their DM is clueless. It is exceedingly rare, but in those cases we take care of the players by moving them to better games, getting them a new DM, or refunding their payments. We also offer a first game satisfaction guarantee. If they don't like the DM, material, or whatever...we refund them. But overall? We have nearly 300 players who all keep coming back and having fun. So seems like it's working! Jase said: Some of the DM's you've got running your games seem a little raw. Do you put them through their paces or interview them in any way to ensure they pass muster? What kind of quality control have you set up to make sure the players/payers are getting good value for their coin?
Walrus said: What's expected length of commitment?  Set number of sessions, until the module is complete (if running a module) etc? Obviously we'd like you in for the long haul. Our players are looking for stable gaming experiences, that's why they pay to begin with. For modules, at the least it would be nice for you to finish them. For homebrew, would prefer you are around for a long while. And if you find you have to part ways, that you at least bring the players to a good complete ending spanning 2 weeks of play. Nobody likes to be left with an incomplete story!
There is a big difference between prep for a paid module from Roll20 and homebrew. I currently run a 5E homebrew game for the European time zone and I literally spend around three hours of prep time per game hour of play . In fact, I was running two games using the same campaign story arch (reusing maps, handouts, etc.) but because of the "sandboxiness" and incorporating PC backstory elements, I found the two games diverging to the point where they only shared the one thin thread of the overarching storyline and I ended up dropping one of the games. I did discuss it with the affected players though so it wasn't a shock. I have run Roll20 modules embedded into the campaign so the only prep time is the OGL stuff to the shaped sheet, figuring out the hooks and how it fits into the campaign. I consider this time a respite from game prep as it typically only takes about an hour prep time per in-game time. It could be less if sticking with the baked-in sheet and tokens but I would still weave PC backstory elements into each game. Now for my point; $10/hour for a paid module seems fair enough for the DM's time for both prep and in-game, and I would certainly be interested in joining this endeavour running purchased content for three or more different time slots. For homebrew, $10/hour is just not enough. Questions: How is the game actually set up? Do you create the game and then invite the DM as a Co-GM? You mentioned you handle the recruiting. Does the DM have any say in prospective players? How are the DMs paid? Do you have networking sessions where DMs can meet and share ideas and experiences?
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Homebrew is a new frontier for us. What we do know, so far, is that it's really really difficult to recruit players for price points that start rising above $10. We just recently experimented with $13 as a starting point and the recruiting rate dropped by nearly a full 50%. I see it as unlikely we will make a move to change rates until we get a feel for how the demand for homebrew translates over to actual funded games. Realistically, running homebrew for us is probably best suited for someone who has a world already built out and the prep time then isn't as arduous.  Questions: How is the game actually set up? Do you create the game and then invite the DM as a Co-GM? Correct, You mentioned you handle the recruiting. Does the DM have any say in prospective players? You can outline some requirements we will put in the ad, but generally speaking we ultimately invite on a first come basis so long as they meet the initial requirements of the ad. It's a paid service with customers as players, so it's simply the most fair process. How are the DMs paid? DMs invoice us as contractors via PayPal twice a month. Do you have networking sessions where DMs can meet and share ideas and experiences? I'm not sure exactly what you mean in regards to a networking session, but we have a team discord where we share resources and ideas regularly. Feedback is always welcome there and we have a lot of fun! We definitely have all the modules ready to go, so if that realm interests you, shoot us a message!