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OK, this debate is worth some actual data. If I’ve got this right, to figure out how many TTRPG creators are full time vs. “have a day job” we need to define a few things, starting with: - the scope of what we count as “working in TTRPGs” - when a freelancer counts as “full time” in TTRPG

Matt Colville?@mattcolville.bsky.social

That's absolutely not true. And it's less true now than at any point in the last 50 years. Look at crowdfunding.

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I'm an rpg designer with a full time job. In 2024 I ran a Kickstarter that netted $6k, and was able to produce a game that got an Ennie nomination. It's a small black-and-white softcover but the art is beautiful and fitting, and I went to the extra expense of printing with recycled paper.

If you're doing small runs, publishing your own RPG in print costs less than travel and hotel for a convention. It costs less than wargamers spend on their model armies and way less than sports fans pay for arena tickets. If you're publishing online, it's free.

The closest thing I have to a self-employed job at the moment is my TTRPG research and writing (giant thanks to my wife for letting me work on it for this many years/be the stay at home parent). Yet, I'd argue that folks like me can't count until we're within arms reach of officially publishing.

Just reading the synopsis: It sure sounds right! DM's Guild as monetized "official" modding and the Indie scene as, er, the Indie scene even maps okay (though 90% of the monetized modding is for one game is a wrinkle, of course).

I used to work in the book publishing industry. Most people who write a novel get a one-off payment and then, one hopes, royalties thereafter. To be a full-time professional writer you need multiple books in print at the same time and all selling well. If any RPG guy out there is feeling poor, I

guarantee, every author will sympathise. Selling a single RPG supplement/adventure will get you a one-off payment. If you're a /publisher/ you have hundreds or thousands of books in your catalog, most of which basically break even, and a handful that sell well (a couple of bestsellers, one hopes),

I have never wanted or thought it was possible for me to make "full time" money in games. Even now, I'm an indie designer whose day job is TEACHING; I just happen to teach game design.

Anecdotally, I reckon I could name 30 people in the UK who do full time games work without spousal support or day job. Even easier in the US. Crowdfunding has made us a real industry.

This kind of thing was one of the challenges of the Actual Play book, where I surveyed creators to ask how many of them considered AP a meaningful part of their income (defined as they wished — I didn’t ask numbers).

I can confirm you will need more than one hand even for designers! Definitely a few hands if you include support roles as well. But yes it's still very small and we're not very visible. With us for example people often think we are from the US until they meet us and hear our horrendous accents.

As an Aussie TTRPG designer for 30 years now, I know there's plenty of us around...(a count a dozen game designer friends)... but those who have it as a primary source of income, not so much.

I just scratched together this somewhat suspect semiotic square comparing "full time day job" and "full time game job". I don't think it's very productive and it certainly wasn't made with any sort of data-based input.

My bias, of course, is blatant. I'll never forget overhearing a super rich trust fund person oil in on some education industry rubes with a "I just quit my day job to be a full time designer" pitch when they never really had a day job and they hadn't yet (to this day) produced a finished game.

I don't quite get semiotic squares in spite of my perverse enthusiasm for them, so humor me if I'm getting this wrong: "Omnipresent people" is me trying to describe the folks who are seemingly at all the game events/online discussions/etc but who aren't game makers.

They don't design games but they spend their time and resources time around games to the point where they can't help but become part of the larger discussion. To the left of them I'd put "volunteers who run game events at cons". Square updated below. Who else might be missing from the square?

The upper right, bottom two entries show a point where the question breaks down. I know a handful of designers who live in poverty on game-derived incomes and I know other designers who make enough in games to live on but still work full time.

Oh this is always fun. Do people with eg logistics roles working for tabletop game companies count as “working in TTRPGs”? Does a company that makes board games or war games as well as TTRPGs count? (insert “TTRPG” purist / rebel vs “working full-time” purist / rebel chart here)

is management creative? does someone who *could* spend 40 hours a week on game design but prefers a higher wage from other skills count? is a kickstarter employment? if a game is designed not to be commercial is that — [dragged off stage by a shepherd’s crook around the neck]

I think that question about wargames/board games is particularly interesting. Do I work in TTRPGs? I make them, I've published a bunch, I have a full time job at a company that makes them. But I spend more than half my time making different kinds of games.

and I think for most people that would be a "yes", but possibly a partial one? similarly, if you work for a TTRPG company but only do backroom office work, does that count? what's the cut-off