The only people who write articles are the DDB staff.
As far as user contributions, getting involved in forum discussions is basically the most you can do. Outside of DDB however if you're looking more on the game design side, you could always look into publishing your own content on Dm's Guild or Drivethrurpg
This is a link to WOTC careers. Some of the jobs are remote and some are on site. The only instance I can see for a writer right now seems require relocation to Austin, Texas.
So deeper background, a lot of the writers I believe already have published writing backgrounds either in the entertainment journalism fan space (I believe the current content head came over from the company that puts out Honest Trailers), or already in the gaming space. These days, the best ways to go "pro" in D&D is pretty formulaic. Join and participate in a community like here. Get involved with play testing. Design your own stuff usually on DMs Guild and if your work is popular enough in time (like a few years time) you might wind up working with either WotC or the major 3rd party presses. Over that time range of course, excessively self promote over social media and conventions while also playing well with others in the design community by being a good play tester, etc.
James Introcastro, formerly of this site, I think also WotC and a few other places but now full time I think with MCDM has a video that breaks it down for you:
Now the reality is very very few people actually live comfortably working strictly in TTRPG spaces. To get into more of the reality of "creative labor" and D&D you can read M.T. Black who speaks of it pretty directly, in some cases even breaking down payment terms. There are other folks too. But if you treat it strictly as a "hobby writing," like any art not committed to full time, the likelihood of you ever getting a lot of recognition is slim. So it's a chicken and egg risk management sort of thing.
Basically, especially with the rise of ttrpg popularity, there's a lot of folks who want to get involved in game writing because it looks like fun; but it's work. Yes, it's fun work, but to really negotiate the space thinking of it as work is important.
I'd also say "writing for DDB" may not be the best goal, you'd likely be more successful if you thought in terms of "writing for or about D&D" and decide whether you want to design game content (so here, and plenty of other outlets) or just write about D&D (lots of other outlets, like Dicebreaker, Polygon,etc.). Or maybe even "Write for/about TTRPGs" most broadly.
Lastly, learn how to write a pitch or query letter and identity an editor to send that too. If you don't know what any of that is, learn that first.
I like writing. I like D&D. Where do I go to combine these two on this website?
The only people who write articles are the DDB staff.
As far as user contributions, getting involved in forum discussions is basically the most you can do. Outside of DDB however if you're looking more on the game design side, you could always look into publishing your own content on Dm's Guild or Drivethrurpg
Create and 'publish' Homebrew? I think this is the link: https://www.dndbeyond.com/my-creations
Getting started writing for DND Beyond
This is a link to WOTC careers. Some of the jobs are remote and some are on site. The only instance I can see for a writer right now seems require relocation to Austin, Texas.
Thanks for the responses everyone, appreciate the feedback!
So deeper background, a lot of the writers I believe already have published writing backgrounds either in the entertainment journalism fan space (I believe the current content head came over from the company that puts out Honest Trailers), or already in the gaming space. These days, the best ways to go "pro" in D&D is pretty formulaic. Join and participate in a community like here. Get involved with play testing. Design your own stuff usually on DMs Guild and if your work is popular enough in time (like a few years time) you might wind up working with either WotC or the major 3rd party presses. Over that time range of course, excessively self promote over social media and conventions while also playing well with others in the design community by being a good play tester, etc.
James Introcastro, formerly of this site, I think also WotC and a few other places but now full time I think with MCDM has a video that breaks it down for you:
Now the reality is very very few people actually live comfortably working strictly in TTRPG spaces. To get into more of the reality of "creative labor" and D&D you can read M.T. Black who speaks of it pretty directly, in some cases even breaking down payment terms. There are other folks too. But if you treat it strictly as a "hobby writing," like any art not committed to full time, the likelihood of you ever getting a lot of recognition is slim. So it's a chicken and egg risk management sort of thing.
Basically, especially with the rise of ttrpg popularity, there's a lot of folks who want to get involved in game writing because it looks like fun; but it's work. Yes, it's fun work, but to really negotiate the space thinking of it as work is important.
I'd also say "writing for DDB" may not be the best goal, you'd likely be more successful if you thought in terms of "writing for or about D&D" and decide whether you want to design game content (so here, and plenty of other outlets) or just write about D&D (lots of other outlets, like Dicebreaker, Polygon,etc.). Or maybe even "Write for/about TTRPGs" most broadly.
Lastly, learn how to write a pitch or query letter and identity an editor to send that too. If you don't know what any of that is, learn that first.
Jander Sunstar is the thinking person's Drizzt, fight me.