Treat Your Game Like Selling a Product (Gnome Stew)

I'm not sure we need more sales pitch in any aspects of our lives, but this article on Gnome Stew does give you some interesting advice on running a game from the perspective of selling a product. I personally prefer to approach running a game as a contest of wills, not as a "the customer is always right." I will stand behind the fact that tension and "danger" are what make these games interesting. Whether or not the players are actually likely to suffer adverse consequences in game is irrelevant; it is important that they think that reading the runes will blast their minds into space, or that a Mummy is going to jump out and punch them in the brain, or that this homeless guy wants to nibble on their toes.
The term Buy In is a common one in gaming circles, and it really hits at the heart of the question why should I be interested. As a player, my time is valuable. I may come to the table for the social experience, the chance to play my favorite game system, or because I’ve got some new concept I want to try as a character, but my time is valuable and I am giving it to you as the Game Master in exchange for a fun experience. I could be spending my time with family, playing a video game, making more money, or one of a hundred other things, but I have decided to trade it to you. So, why should I make that choice for your next game?
Why Should I be Interested? Treat Your Game Like Selling A Product
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