Can no one else see the contradiction in the request to have a plugins dlc for people who are too intimidated to use plugins?
However, on a more serious note.
Making a game is hard work. That is not an elitist statement, it is a straightforward factual one. Doing anything worthwhile which involves creativity is hard work - and I'm not talking about artistic creativity in the narrow sense, but the creativity needed to come up with e.g. a good skill scheme, interesting enemies, a compelling story line with characters which are not cardboard cut outs. And then there is the sheer hard work of actually doing stuff - mapping, eventing, database work, play testing again and again to get your balancing right etc. etc.
Sure you could, as you say, pay other people to do it all for you. I will be following your project development thread with some interest.
Take a look at the apps stats for LEGAL use here:
https://steamspy.com/app/363890 but to bring it here for you stubborn folk that don't like to look at stuff here's what this product is up against:
Owners: 92,414 ± 8,633 2016-05-26
Players in the last 2 weeks: 17,934 ± 3,803 (19.41%)
Players total: 83,764 ± 8,219 (90.64%)
Followers: 40,996
Peak concurrent players yesterday: 807
You may have missed the above but this is kind of a big deal. Over 92,000 people own the product, 83,000 have opened the app, only 807 people used the app yesterday, only 18,000 (of 83,000) have used it in the last 2 weeks. By the numbers I listed here, there's a reason people aren't using their product. It's either because they have accepted that they lack the skills to make a game or they have better things to do with their time. We can't help the latter, but we can help the former.
Take the greed away for just a minute folks. We actually
want these numbers to go up. The more people there are to sell to, the more likely the price of DLC will go down without Degica taking a loss. We also want more capital in the Degica pool so they can improve the engine/editor without taking away from great ideas (like a community distribution platform like what was suggested in this thread). So I know you all are looking at your game projects and just looking for cheap/affordable/free ways to make your product so you can make your first $$$Million$$$ but the point is, if the company is so low budget that they can't afford to make improvements to the game, then maybe we should be thinking of ways to make that "92,414 owners" exceed 150,000? I mean, Steam has over
125 million active users, 8.9M concurrent peak, that means that RPG Maker has such little marketshare value that we can never expect this product to do well when stacked against other game makers. There's just not enough cash flow!
So while most of you fight me over morals and what's a rip off, it would be nice if people considered ways to improve the engine's install base so you all can micro-economic more people into hiring you for music, art, programming and other things that keep you alive. See win/win! Make more money for Degica by growing the community to more than just the niche on here and you have more clients who will hire you for your work!
EDIT:
If no one here wants to contribute to community DLC packs but Degica decides to go forward with it, they will just be left behind. That's what "evolve or die" means in the world of capitalism. You either evolve where the market is going, or you find a new market to keep up with.
Side Note: I'm working on a TCG right now but I'll be hiring people for a game soon. You'd be surprised how easy it is to find affordable, cheap labor. Fiverr, freelancer, craigslist, contests like I mentioned above, and even giving out free demos of the game so people can beta test for you for free. Honestly, 13 to 18 year olds will do anything for free if you make it look fun. I suggest everyone look into gamification and in how "popularity and prestige" works; it's completely legal since there's nothing illegal about asking for volunteers and interns. Welcome to modern day voluntary slavery through the disguise of resume building.