Writing Again (and I'm done with themed anthologies)

Following a minor bout of cancer (featuring surgeries and 6 months of chemotherapy), I'm writing again! Having spent some time reviewing my writing career to date, I note with a degree of dismay that while I've had some material published, I'm not super happy with all of it. In the past I've pandered to the whims of the industry in order to get stories out. Well, I'm done with that. Now I'm writing what I want to write. No more < 5,000 word stories about "blue aliens on exoplanets", simply because a publisher somewhere decided that's what they wanted for their next anthology. I know it may seem a little hypocritical, given that I helped come up with the theme of A Hand of Knaves (and I stand by it), but I'm allowed to be hypocritical if the mood takes me. And the mood does take me.  From now on I'm writing whatever the hell I want. It might not get published, but it'll be mine and I think I'll be a lot happier with that.  Let...

Waterdeep vs Lankhmar: Dragon Heist

I've only just started my 5e D&D journey, having played through Horde of the Dragon Queen earlier this year with some friends and really loving it. On a whim (after having launched A Hand of Knaves and still feeling the roguish vibe) I picked up the Dragon Heist (Waterdeep) campaign module last week and it looks really good.

Dragon Heist begins with a low-intensity mystery, allowing players to get a feel for their new characters, and slowly builds into a fun urban adventure. The city-based intrigue is strongly reminiscent of the AD&D 1st and 2nd ed. Lankhmar adventures, which I absolutely love. It's difficult to compare the two really, since my friends and I spent many game sessions navigating Lankhmar's dark, rogue-invested back-alleys, and I know little about Waterdeep - but still - I get a very Lankhmar-ish vibe from Dragon Heist. The city maps for both are spectacularly detailed - though I think I prefer the Lankhmar map for its colourful names and general layout.

A feature of the Dragon Heist adventure however, is its accessibility and the vast array of ready-made options, which give time-poor DMs plenty of scope to add detail, without asking them to invest hours in pre-game preparation, something older modules never really provided.

When I catch up with my playing group again, Dragon Heist will be sure to feature.

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