WinningerR
Adventurer
Amen to all of that. It’s also important to keep that 50% in perspective. Publishers typically give up 60% of MSRP on books sold through retail (online or B&M). That’s why WotC is now putting so much effort into selling printed D&D books direct-to-consumers via DDB; they want to claw back some of that 60% wholesale discount. Also, the DMsG doesn’t charge you an additional licensing fee to use WotC’s IP. On a property like Forgotten Realms, licensing fees would probably run another 10-15%. In other words, if Keith Baker was publishing his Eberron books and selling them through Amazon, etc, he’d keep much less than 50% of the sale price.Failure? Nah.
The DM's Guild could certainly be managed a LOT better. Better for customers/fans, better for the creators, better for the community, and even better for WotC. It's a far from ideal set up in several ways beyond the 50% cut.
But if you are a fan who wants to get started in game design, get your work exposed to a large audience, and make some beer money . . . the guild is a great way to go, even with the 50% cut. Oh, and of course, if you want to include D&D IP in your work. The guild is the only place you can publish your "Guide to Greyhawk" or what-have-you.
Now, if you are seriously wanting to build a career as a game designer, starting with products on the DM's Guild is an okay way to go, but eventually you will want to move away from that platform.
That said, there is certainly room to lower that 50% and we were looking at that when I left. One obstacle is that DMs Guild is operated by Roll20/DTRPG, so they need their cut (which is often 35% on DTRPG’s other sites) too.