Originally Posted by
Zacchaeus
Because Fantasy Grounds evolves. Adventure modules were never written with reference manuals originally. Originally reference manuals were simply story entries in a different format so there wasn't any point in including them in an Adventure. Reference Manuals were for just that; reference modules, like the PHB, DMG etc.
Then Fantasy Grounds evolved and images could be embedded into reference pages; as well as text could be broken out into sidebars with different coloured backgrounds and text columns. So, now, reference pages became a lot different from stories; they were more colourful and useable as reading material. So adventures started to be developed with reference manuals. Initially they were an adjunct; not meant to be used to run the adventure but as another method that DMs could use to read the story as if it were something close to a PDF. Using an extension created by a community developer older modules were revisited and reference manusl were added based on the story entries. The result wasn't as good as could be produced from scratch but they were more than passable.
Many early modules (at least for 5e) were created using an internal tool called par5e which took text files and converted them into xml files which FG could read. In many respects it was easier to create modules using this tool because it was a bit laborious typing all the text for, say, an NPC into FG. FG evolved again; an NPC importer was introduced; a table importer; copy/pasting text from one source to another preserved formatting; class specialisations became a separate window class as did subraces; it was now possible to create and link spell lists for specific classes within FG. It also became possible to combine player and DM layers in the same map. It therefore became much easier to create modules inside of FG and so there was shift away from the internal tool and modules started to be developed directly in FG. And since reference pages were much better looking than story entries the latter were dropped in favour of the former in the most recent modules.
Now, I'm using another internally developed tool to convert earlier modules into campaigns so that modules can be updated with more up to date image formats and prepare for forthcoming features.
So FG is always evolving; it's a completely different beast than it was 8 years ago when I started producing modules for the store.
Earlier modules did not split DM and player information all that well; but then player modules became the norm containing the player facing data such as classes; races etc. Over time more and more such books were produced and so more and more data became available. In order to cut down on duplication player facing material was dropped from the DM version of the books. However going back and removing such data from earlier modules isn't an option since any characters created using that data will break; and that will cause too many issues for too many people (not to mention a significant increase in support); and there is no easy solution to fixing those character other than recreating them. People who have been playing a character for years would be desperately unhappy if their character suddenly became unplayable.
So, in short, fantasy grounds evolves and improves. Whilst every effort is made to keep everything as uniform as possible sometimes it just isn't an option and indeed not even desirable.