It wasn't the art for me. I said it was for "similar" reasons. By this I meant trivial visual reasons that have nothing to do with the content or the rules or game. Also, I skipped 2 whole editions - so I'm more guilty of being stupidly biasedUnderstandable. I liked 2E art, 3E art not so much but it wasn't a deal breaker.
I'm fairly certain my players will be up for it. Unlike with Dragon Heist, which hands the players a tavern but only gives the DM very loose guidelines on what they can do with it, Acquisitions Inc provides tools for not just creating but also running and upgrading a home base (which can include a tavern). It provides a clear structure, based on the level tiers, and allows for NPC hirelings to run the base while the PCs are off adventuring and so on.I didn't care for AcqInc but I loved Tomb's Chult Gazetteer chapter. I am looking forward to seeing somebody enthusiastic for both try to merge them. Maybe I will decide my initial impression of Acq was in error.
Yeah, that's fair. As I said, I'm no fan of the AI show myself. However, I found reading through the book that I didn't mind the corporate humor at all and actually found it surprisingly appealing.I haven't given the book a real read, it's a low priority along with Ravnica, Theros, and Wildmounte (which are all a higher prority than the adventures)—I just have no interest in the Aquisition, Inc. webgames and such (and, corporate humor really isn't my thing). It's good to hear that there's some useful information in it that can be removed from the overtly comedic angle (my group creates its own in-game humor, thank you very much) and applied a standard game. I'll have to give it a chance at some point.