Anyway, I'm not saying that DMG is that bad but it is definitely not that good to be in the league with books like (PHB, Calidar, 13th Truer ways) or better than The Strange, Call of Cthulhu 7th Edition, 13th Age core book, Fate Core system(!?!), DCC, PF core.
Take another example: Chapter 1: A world of your own. Will anyone use this when creating a world? How many of you folks had already designed or custom-made your own world? Will anything in the 27 odd pages revolutionise the way that you go about your task?! Or like, "hey! That's new and amazing! Why I never thought of that?!" It structures it but that's all. Will this chapter give it a rating 5/5?
Chapter 2: Creating a Multiverse. This is very D&D specific and I do agree that its good but yet again, how much of these materials are rehashed from previous editions? Anyone who owns all the incarnation of D&D will know almost 80% of the materials therein. There are interesting aspects (e.g. optional rules for Mount Celestia for good alignment characters, etc) but that's it. Will this give the book a rating 5/5?
Chapter 3: Creating Adventures. How many of us here had already created home-made adventures, publish adventures or modify adventures? How much of the materials here are like "WoW!! Mind blowing?!" Will this give it a rating 5/5?
Chapter 4: Creating Nonplayer characters. I don't even want to talk about this chapter...it contain table entries like 10 - Draw beautifully, 11 - Paints beautifully, 12 - Sings beautifully...sigh.
Chapter 5: Adventure Environments. This is ok. Not groundbreaking but ok and to a certain extent quite good. Yet again, this is not totally specific to D&D 5e. Most of these can also be found in far more detail books produced by...WOTC themselves.
Chapter 6: A much better chapter. More relevant to D&D 5e and expands on what the PHB had not covered. Yet again, much more should have been covered here. Guess what? Only 7 pages.
Chapter 7: Argh! 99 pages of it! Except for the first few pages that covered some optional rules on treasures, the rest are list and tables and the description of it. Deck of Many Things? Found in previous edition. Dwarven Plate. Done before. Figurine of Wondrous Power. Done before. Potion of climbing, flying, healing...etc! Rings! Robes! Staves (striking, healing, power, magi)!
In my review, I gave it 3/5. It's not bad but not good enough. Most of the materials are rehashed from previous books.
Chapter 8 : Running the Game and Chapter 9: Dungeon Master's Workshop. These are pretty good chapters. I think I gave them both 4/5 each. Yet again, I felt more could have been covered. Several materials are skimmed. E.g. Want grittier gameplay? Short rests before 8 hours and long rests 1 week...uh...*palmface*
Overall, I used the monster creation and NPC creation and my findings are: monster creation is pretty good. I've yet to use the created monster in a gameplay and determine if the CR alignment is good. NPC creation? I gave up halfway. I have many other references and better methods.
As for the arrangement of content, we have a (small) section on siege equipments tugged between chase and diseases in chapter 8. Good detail on siege equipment but...where are the rules for playing siege? Wall, portcullis or tower strengths? Oh, they have a small section too on objects, tugged between Social Interaction and Combat. It coves object AC and hit points.
Anyway, to play D&D 5e, this is one of the triad of books to buy. I will rank them (in necessity and material) as PHB followed by MM followed by the DMG.
I've done my part. I didn't start the argument on dissent nor use that word. I'm not saying that DMG is bad but just not that good.