3catcircus
Adventurer
You are completely missing (or being willfully ignorant of) my point: a DM can buy one module for a few sheckels and use it in their campaign as they see fit, and they can take the sequel as the next adventure when it comes out, or apply it to some other plot hook 6 months later, or mine it for ideas.Not inside the relevant chapters: Chapter 2 is just the original Sinister Secrets of Saltmarsh, Chapter 3 is just the original Danger in Dunwater, Chapter 6 is a conversion of The Final Enemy, and the same for the chapters on the Dungeon magazine modules. Those chapters are all straight conversions, with Chapter 1 fleshing out the sandbox region it's all set in, and there is some cool stuff in the Appendix. All for $28.49 on Amazon, which costs less than buying just three of the included modules and the DMsGuild conversion keys.
I'd rather spend $4.95 on dmsguild for a short adventure, picking and choosing, rather than get locked in to a $50 encyclopedia that might be complete suckage.