u/EnvironmentNo7411

I’ve been asking around in a few module forums, but I’m starting to hit decision paralysis with choosing my next campaign.

The main issue is that what I enjoy and what my players enjoy are a little different. I tend to lean toward heavier roleplay, NPC interaction, intrigue, and character-driven moments. My players enjoy roleplay too, but they definitely prefer having a good amount of combat and variety. I don’t want to force them into a campaign that feels too social/investigation-heavy, but I also don’t want to run something that is just dungeon crawl after dungeon crawl.

When I say they enjoy combat, I don’t just mean constant random encounters. They tend to like variety: big boss fights, ambushes, mob fights, and even “pseudo-combat” situations where there are clear stakes, pressure, and tactical choices without it always being a standard fight.

The two modules I’ve been looking at most are Tomb of Annihilation and Waterdeep: Dragon Heist.

Tomb of Annihilation seems like it could be fun. I mentioned it to one of my players, and they weren’t necessarily against the meat-grinder reputation, especially since it could mean they aren’t locked into playing the same class for the entire campaign if a character dies. My main hesitation is more about the long campaign commitment, the survival/hexcrawl structure, and whether the tone would be right after our current campaign.

Dragon Heist really interests me because a city campaign sounds exciting, and I think Waterdeep could give the players a lot of chances to connect with factions, NPCs, and a home base. I’ve also read through parts of the Alexandrian Remix, which seems to fix a lot of the original module’s issues. My worry is that, even with the remix, my players may eventually feel like there isn’t enough combat or dungeon-style adventuring.

Ideally, I’m looking for a module that doesn’t lean too hard in either direction. I’d like something that gives my players room to grow more comfortable with roleplay, but still gives them regular combat, exploration, danger, and tactical encounters.

Do you have any module recommendations that strike a good balance between roleplay and combat? I’d also appreciate small summaries of what each campaign is actually “about” in play, beyond just the back-cover description.

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u/EnvironmentNo7411 — 13 days ago

Hello! I recently decided that I’m going to run Waterdeep: Dragon Heist as the second module for my party. We’re currently wrapping up Wild Beyond the Witchlight and are basically right at Zybilna’s door, so the campaign is almost finished.

One mistake I made with Witchlight was not asking for advice or looking into community supplements before starting. I’ve learned that official modules can sometimes be lacking in certain areas or have plot holes that need DM support.

My party is really excited for a city adventure, and they’ve already started leaning into the idea of being a kind of pirate crew together. I’m excited too, but also a little nervous. In Witchlight, the party were all close friends from the start, and over time a lot of the talking and decision-making got front-loaded onto one player. It often became, “We all trust her decision,” which made sense in-character, but I don’t want the same thing to happen in Dragon Heist.

Since NPCs, factions, and social interactions seem much more important in Waterdeep, I want to help each player feel connected to their own character and comfortable engaging with the city without feeling like one person has to do all the talking.

I’m looking for advice on Session 0 for Dragon Heist, especially ways to help players build characters who feel rooted in Waterdeep or at least have strong reasons to engage with the city. We’ll be making characters and rolling stats together, and I’m considering doing a small slideshow covering Waterdeep’s culture, laws, wards, factions, and general city life so they have a better understanding of the setting.

My biggest pitfall with Witchlight was relying too much on the module as written early on. For example, the carnival ended up feeling a little flat for my players because many NPCs didn’t have much to say, and some rides felt like “nothing burgers” to them. I want to avoid that with Dragon Heist and prepare better from the beginning.

So I’d love advice on:

  • Good Session 0 questions for Waterdeep: Dragon Heist
  • Ways to prevent one player from becoming the default “face” of the party
  • How to make each character feel personally connected to Waterdeep
  • Useful supplements, remix guides, faction resources, expanded NPC material, or city guides
  • Any common Dragon Heist pitfalls I should know before starting

I’m especially interested in supplements that help flesh out the city itself, make Waterdeep feel alive, and give the players more reasons to explore and interact with NPCs.

Thanks in advance!

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u/EnvironmentNo7411 — 13 days ago