I ran Horse of the Dragon Queen as a road map. Wound up meh.
I think you meant 'Wound up neigh.'

I ran Horse of the Dragon Queen as a road map. Wound up meh.
I think you meant 'Wound up neigh.'
![]()
Have you considered Way of the Wicked?
My players found that OOTA felt epic, but dark and dire. From a DM's perspective it is a highly complex campaign that takes a lot of work to run well. Not helped by lack of clarity in the book itself. Often there is some cunning thinking behind what is laid out, but without solid DM-to-DM explanations to guide you! So you have to parse the whole thing and figure out what's afoot.In a few weeks I'll be needing to introduce a new campaign to my players. Whether or not we stay with 5e is up in the air, but I'd like to have some options to present them.
I'm looking for something that can be straightforward and kinda episodic since we play biweekly and sometimes story details are forgotten between sessions.
Also we need to avoid Storm King's Thunder and Curse of Strahd (as we've already played those).
What are your thoughts of some of the better campaigns out there?
Lost Mines of Phandelver (I have DMed it twice) is still the best official WoTC 5E adventure. Even experienced groups will enjoy it. Although it covers only levels 1-5, if you do all the side-quests it can easily run a few months. Great for casual play - straightforward and episodic, but freedom to explore is there if you want it.
Horde of the Dragon Queen (I have read but never played) is actually kind of underrated. Episodic and fairly easy to run, though it requires more work from the DM than LMoP does. Its flaw is that it has the drawbacks of a railroad (little freedom of a choice) but often fails to include the virtues of a railroad (depth, specificity, and detail). Still, I think there's some very good stuff in there and it's often unfairly maligned.
Rise of Tiamat and Princes of Apocalypse I've neither read nor played.
Tales of the Yawning Portal...I mean, it's certainly episodic. I would not enjoy running all the dungeons in this book. I did run Sunless Citadel for my players and they enjoyed it (and it's very easy to run). I question whether some of the adventures included really meet the criteria of being "best of." A good purchase for plug-in dungeons; I think running it through as a campaign would be boring.
Out of the Abyss (Have used some pieces of it in homebrew campaign) has some excellent ideas, characters, set-pieces and locations. Whether it all really holds together as a campaign is another story. There is some amazing content in this adventure, but the book is miserably organized and the burden on the DM to sort it out is considerable.
Tomb of Annihilation - I'm 15 sessions into this as a player and I think it's great, with the caveat that it's hard to say how much of that is due to my DM being excellent. So far, I love many of the locations, encounters, and exploration. I felt it bogged down a little early on in Port Nyanzaru, but picked up quickly once we entered the jungle. Haven't read it myself, but my sense is that it requires considerable prep from the DM, though perhaps not quite as burdensome as SKT or OotA. More sandbox than episodic.
Waterdeep: Dragon Heist - i did a full review here.