Charles Rampant
Adventurer
Some interesting thoughts here, @Jester David. I can see what you mean - that SKT, like CoS, is designed to be a semi-plotted toolbox that the DM can use to construct his or her own adventure, this one being less plotted than CoS. The impression I got while reading through OotA is that while it had a very definite storyline written in - the players go to A, B, C, escape, return, go to D, E, F, and so on - that it really wouldn't be hard for the DM to just ignore that, or let the players go off the rails. Does it break the campaign for the players to find the Labyrinth while at level 6, and find some of the late-game components early? Not really, no. I read that some games never left the Underdark, they simply travelled straight to Gauntlygrim and immediately started the second half. Fine. You can still have a fully functional and fine campaign, despite ignoring or changing whole chunks of it.
So maybe SKT is particularly beholden to this gameplay style, as opposed to the more heavily plotted one (most prominently expounded on here by @shoak1 and his lovely constructions). And maybe going to that extreme has resulted in a more polarising response, just like ToD got on the other end?
Another possible reason is just that everyone is more interested in Volo's, and so not talking about this.
So maybe SKT is particularly beholden to this gameplay style, as opposed to the more heavily plotted one (most prominently expounded on here by @shoak1 and his lovely constructions). And maybe going to that extreme has resulted in a more polarising response, just like ToD got on the other end?
Another possible reason is just that everyone is more interested in Volo's, and so not talking about this.