I'm writing this post after a bit of discussion from a thread I was in yesterday to try and help the consumers of modules understand why things are the way they are. You can see this comment of mine for the initial discussion. https://www.reddit.com/r/FoundryVTT/comments/1x6vult/comment/pgywtuu/
This is a long post, and I'm not going to give a TL;DR, so buckle in!
I looked again, and wanted to provide some figures. I run a pretty small Patreon, have just over 100 subs, with about 20% paid members. https://futureh.ax/patreon
I also have a ton of modules, some utility, and some partnerships with various adventure creators to build their adventures and other tools into Foundry as they are creators, not developers. I am also one of the maintainers of the Pirate Borg system. They have only 2 or 3 premium modules, and dont even use the Patreon integration, as it would still be a massive chunk of revenue lost, vs just providing the install links for their users to install manually.
Every creator I have worked with has balked at the Premium Module price structure. To get your module listed in the premium hub, its a 30% cut of your revenue to Foundry. If you're a small KS creator, this leaves you with just 70% left to divvy up between yourself and any collaborators for your project. As a small creator with tight margins, that is essentially a non-starter for most of them.
Its also a good bit of extra work to go through this process, and not something that most creators want to deal with. Granted, utility modules are a bit different as they are generally created by software developers who have a bit of a higher tolerance for this technical barrier of entry.
For the Patreon integration, its essentially just a switch to flip, and as long as the users link their Patreon to Foundry, everything just works. It's the easy and obvious solution for most of them, especially if they have a proper following of users that is interested in supporting them, not just gobbling all the content possible. I understand not everyone gives a shit about the creators and all the time and effort that these projects require, but thats a discussion for another time.
The Patreon integration takes a vastly smaller cut of the earnings, but at scale that can still come out to a crazy amount.
For the Patreon integration, the cost is a simple $0.30 per Patreon who installs any module per month, with a minimum of $30 per quarter. This includes new installs or updates. For my first quarter, I paid $30, and made around 200 or so over those 3 months. Its not an apples to apples comparison, but just to give a bit of actual number values for it all. Its a much more reasonable cost, especially fr smaller creators.
As you scale, even this can get insane. For example, Limithron, the creators of Pirate Borg, have 12k members. If they were to use the Patreon integration, and even 1/4 of their subs installed a module, thats damn near 3k per quarter out of their pocket that could otherwise go to creation of new content.
I personally understand the subscription fatigue, and I have have two ways to battle it.
First, I have a top tier week free trial. This means you can take the trial, mass download ALL my stuff - modules, stl files, android apps, etc - and then not renew. I clearly state this on all of my posts as an option. Many Patreon creators will say similar things - sub for a month, yoink all the content, and cancel until you need new/updated stuff. You do not lose access to anything when you unsub, you just loose access to new downloads. The Patreon does not gate your module content, but rather your download access. If youre fine with your modules not being updated, and dont want to support the creator any longer, you can keep using that older version as long as it still continues to work with your version of Foundry.
Secondly, I have a custom CMS system that allows for multiple entitlement paths. Recently, I built in a system that allows you to purchase the modules outright, and gives you permanent access to that module, including upgrades, in perpetuity. This is a more expensive option, and I have each module priced at what the monthly subscription cost would be for the teir that provides it. I have my utility modules included in a lower tier than my adventure modules for instance. This helps a bit to offset the ongoing revenue I would have made. If you're curious, you can see https://cms.futurehax.com/catalog to see how that works.
At the end of the day, these projects take time and effort, and creators all deserve to be compensated for it. Expecting people to give everything away for free is not entirely reasonable. I try to do a good mix of free and paid content, but to be realistic, I rely on these funds to turn around and invest back into my games to make them the best that they can be. The $100 or so a month I currently make, allows me to buy the 3d filament, the adventure modules, books, and fancy arts and crafts supplies that I use for all my games. If I wasnt making any money with this, I would not be able to provide all the great things that it enables me to do.
This is just my own personal feelings and experience, and while the figures I have provided are objective, my take on it all is absolutely subjective based on my personal experience and background.
Id love to hear more thoughts on this, as this seems to be a huge point of contention for many people, but all I ever really see is complaints, and never any actual discussion.