I do not see the true focus of his posts about map keys. But let's take a summary of his specific complaints:
- Plot hooks are generic mush
- No development of relations with factions
- Initial encounter is made harder threatening a TPK
- Foreshadowing of the mind flayer plot is weak and a flat out failure
- Marketing Hype is completely inaccurate
(that is all part 1, absolutely nothing about map keys)
- The "Core Failure" is that the campaign is a race against the mind flayers to obtain fragments is pre-ordained with little the players can impact (railroad, my word). What they can impact is random and non-sensical.
- Logical fallacies: super high INT creature is stupid, consequences of party failures are pointless, living creatures trapped for decades in room with no food, NPCs with no way to get to where they are,
- Finale is a dud
- Maps that don't match the text
- Not all maps are keyed/numbered
- Poor Design - continuity errors, NPCs with incoherent backstories and incomprehensible motivations, timeline contradictions,
- Player handout (poster map) with secret locations
- Player handout with (shard locations) that is just wrong
- Cool lore for DMs only
- Player handout (story tracker) with spoilers and no instructions on use (not obvious to reviewer)
And yes, he wrote an addendum about unkeyed dungeons and why he said what he said. Seems that since the internet has blown up about one of his approximately 15 complaints, he taken the time to explain in detail what threads like this are complaining about.
How about we talk about the other 14? Or are they not interesting because we all agree with them?