I have never considered reading Wildemount, I don’t even really know what it is. Before I go look it up my self, tell me what you like about it?
Well, first you need to understand something about me: I own
a lot of different campaign settings. Way too many, actually. I own
Forgotten Realms in three different D&D editions (AD&D, 3E, and 5E), and I own
Eberron in two (3E and 5E). I also own the old
Ghostwalk campaign setting, the even-older
Mystara, Hollow World, and
Red Steel campaign settings, and I'm a contributing author for the
Nyambe campain setting. I've got non-D&D campaign settings (
Pathfinder, Esper Genesis) also. Heck, just a couple of days ago I got the
Venture Maidens campaign setting in the mail, and I put it on the shelf with my other Kickstarter-backed campaign settings (
Lost Lights, Seas of Vodari, Old Gods of Appalachia, Humblewood...I backed so many Kickstarters...)
A reasonable person might ask, "Why do you own so many campaign settings?" The best answer I've got is: I really like seeing what other people are doing with the D&D rules set.
It's a lot like watching a cooking show, where a lot of different cooks and chefs are all cooking different things from the same ingredients. Or maybe it's like installing mods for video games: it's really fun to see the changes that people are making for
Skyrim or
Stardew Valley, and how it changes the experience of the game. The big-budget, high-production campaign settings like
Forgotten Realms and
Eberron were created to sell books, and so they have lots of added content and fan-created lore--but they largely feel the same to me. The smaller, lesser-known campaign settings are my favorites, because they are often the most original, and what they lack in massive production value they make up for in creativity--and they give the most insight into what someone else's game table is like.
Sorry, that was a lot of lead-up. On to your question: what do I like about
Wildemount?
Well,
Wildemount gives me the best of both worlds. It enjoys a larger budget and fan base than most campaign settings out there, but still manages to keep a lot of that rustic, homebrew feel that Matt Mercer and his friends put into it. It's big, but it's not SO big that everything bleeds together into a gray mess. It's small, but you can tell that it's a labor of love: everything that made it into the book is there because someone at the table thought it was cool, not because they thought it would sell. And it's a fun read, too! It borrows from a lot of familiar sources--
Pathfinder, 4th Edition/Nenitr Vale, Ravenloft--so there are lots of "Easter eggs" for you and your players to discover. I like what they did with the ingredients.
Anyway, sorry for the rambling answer to your straightforward question.