I've been playing more attention to the "connective tissue" of adventures - and by adventures, I mean the campaigns that WotC have been releasing.
A good story, fascinating setting and plot, great encounters - all important, all good. But a number of adventures are ... badly assembled. SKT's is a great example of that. If it has the right DM, it can be amazing. But it takes a lot of work, and not all GMs will manage to pull it off.
Adventure structure is very much a fascination of mine. And SKT is bizarre. Some of it is great - but so badly designed. Other parts make you wonder if sections got cut out.
The basic structure of the adventure becomes a lot better if you start with Lost Mine of Phandelver (especially if you add in Essentials Kit sidequests).
You're adventurers on the Sword Coast. You start in Phandalin, then start doing more quests outside the town, until you're wandering the Sword Coast doing more adventures and no longer based in Phandalin.
Then you come upon a town being attacked by giants. You help defend it, and get a bunch more quests on the Sword Coast from the NPCs you rescue. Great! (This is a continuation of what you've already been doing for five levels).
As you do these quests and gain nice rewards, the random encounters in the wilderness become more and more populated by giants. What's going on?
Then Harshnag turns up to recruit you and tell you what the real threat is: With the Storm King distracted, there's no-one to impose order on the giants and they're all doing bad stuff. How can you fix this? Get to the Storm King and get rid of the bad influences. But the Storm King is hard to get to - the only way is through a magic item held by each of the lesser Giant chieftains.
You pick a chieftain, infiltrate their lair (or lay waste to it, because adventurers) and grab the item.
You get to the Storm King's stronghold, discover the intrigues, and eventually realise what is making the Storm King so distracted. You deal with that, and - hooray! - normal giant behaviour returns!
At least, that's how it should play according to my reading of it. But a lot of it is so badly explained or obfuscated, or divergent readings are used which just make it worse. (I've seen several DMs kill all the NPCs in the giant raid, then wonder why the adventure falls apart in the next chapter).
I love the adventure, but it's not explained that well. (And the less said about A Great Upheaval the better. It's not a bad adventure... and parts of it are inspired... but from a storytelling perspective it introduces the giants way, way too early).
Cheers,
Merric