Dungeons & Dragons: Heroes of the Borderlands - First Impressions

A look at the new Starter Set.
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The new Heroes of the Borderlands Starter Set provides a new introduction to Dungeons & Dragons, borrowing heavily from adventure board games to simplify core game concepts without sacrificing too much actual gameplay. Due for release later this month, Heroes of the Borderlands is a different beast than the previous three Starter Sets released by Wizards of the Coast over the past decade. For one, the new set is much more component heavy, featuring a glut of punched-out cardboard pieces to simulate everything from spell slots to HP, as well as a plethora of cards representing NPCs, equipment, spells, and monsters. Secondly, the new Starter Set provides an important new entry point for the revised 2024 version of Fifth Edition, giving newcomers easy access to the updated rules.

Taking Inspiration From Board Games

Having played through all the previous Starter Sets, Heroes of the Borderlands feels like more of an experience than Dragons of Stormwreck Isle or the Essentials Kit. The packaging alone makes the set feel like more of a board game, complete with a plastic tray that separates out cards, holds maps, and even stores dice. There are even a few extra plastic baggies to help sort out all of the various components and keep them organized. The components have also received an upgrade. Gone are the perforated cards that needed to be torn apart to form magic item decks or provide conditions. Instead, we get actual cards made of cardstock, which provides a much sturdier component for multiple uses.

Likewise, the much-heralded Character Boards feel very similar to an adventure board game's player board. Players use cardboard power tokens and HP tokens to track damage and uses of abilities, with several spaces for players to upgrade armor, weapons, or even track concentration spells. Core class features like Sneak Attack and Channel Divinity can be found on the right-hand side of the player board, along with brief rules on what to replenish when characters take a short or long rest. There are also "What You Need to Play" instructions found on every player board, directing players to what extra cards they need in order to get their character set up.

The player boards are probably the big innovation, replacing the pregenerated character sheets that appear in previous Starter Sets. It's a double-edged sword. I like that these player boards are almost idiot-proof. Anyone can figure out how to run their character based on the easy instructions found on the card. On the flip side, this isn't a true representation of what D&D is like and I'm curious about how players transition from this very hand-holding player board to a traditional character sheet. I suppose that, given how often D&D Beyond is used in games, this player board is probably an easier bridge to digital game sheets that don't throw away some of the optimization and extra instruction.

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A True Sandbox

Heroes of the Borderlands is a reimplementation of The Keep on the Borderlands, a sandbox-style adventure that accompanied copies of the D&D Basic Set in the late 1970s and early 1980s. For a generation of players, The Keep on the Borderlands was the introductory adventure, similar to how The Lost Mine of Phandelver served as a shared entry point by thousands of Fifth Edition D&D players. The Keep on the Borderlands was deliberately basic, filled with simple combat encounters meant to help new players gently wade into the rules.

For this reimplementation, Heroes of the Borderlands provides three distinct areas to explore. The Keep on the Borderlands is your quintessential settlement in the wilderness, filled with small quests and friendly NPCs. The Keep is a bustling place, but very static. Players will find NPCs in need of aid, but no deeper plot hooks other than a couple of teases of a dastardly cult hiding out somewhere beyond the keep's walls. The Wilderness is filled with low-level danger such as brigands, hobgoblins, and stirges, but little in the way of true adventure. Finally, there's the Caves of Chaos, a series of caves filled with escalating threats that culminates in a battle against cultists.

All the previous Starter Sets had plenty of plot hooks and storylines for players to follow. Heroes of the Borderlands, following in The Keep on the Borderlands' example, does not. Outside of some loosely stringed-together tie-ins for the Cult of Chaos, there are no storylines to discover or plots to uncover. Instead, the focus is on how these encounters can be used to teach players how to play, either through the use of skill checks or via simple encounters that can either be resolved through combat or through persuasion.

While sandbox-style campaigns are still popular, they're almost always a bit more filled with intrigue and secrets than this one. In Borderlands, the only reward for completing a quest is gold and perhaps a magic item instead of advancing a storyline. Again, this follows the original Borderlands' lead, but I genuinely wonder whether a pure sandbox experience devoid of any storyline is representative of D&D in 2025.

Final Thoughts

These days, I don't know many people who haven't played Dungeons & Dragons at least once, so I don't know when I'll be able to pull this Starter Set out. I think the set certainly offers a quicker entry point than past Starter Sets. A player really just needs their character board and perhaps 10 minutes of explanation and then they'll be able to jump into the game, which is really an ideal ramp for the game. However, I wonder if this Starter Set is really indicative of D&D for the modern age. No character sheets and no storyline removes two critical components of D&D, so I'm curious how this Starter Set feels compared to a normal game of D&D.
 

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Christian Hoffer

Christian Hoffer


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Keep on the Borderlands was my first adventure, and I was looking forward to seeing what they did with it. Having received by box yesterday I finally had a chance to sit down and take a look at what I got. Overall, I'm pretty happy with it, but there are some disappointments too.

First, as you would expect, everything is beautiful. Art is great and the quality of the things you get is high.

My first negative is that it says ages 12+, but the story seems almost aimed at an even younger audience. In the original the keep was a bastion of civilization holding back the encroaching Chaos that would kill and consume the good peoples of the land. This one is... kinda funny?

The kobolds aren't going to kill you and eat you on sight. They have a trap, but it is just a nuisance. The guard just walks up and asks you what you are doing there. They are having a problem you can help them out with.

The goblins are having a birthday party for the chief and you don’t have to fight them if you give her a present.

The orcs are completely gone of course. I thought they would replace them with some type of humanoids with Evil intent, but nope. Just some random monsters in those caves.

Honestly, other than the rumors of an Evil cult (I guess religion can still be Evil?) there is no reason to go to the caves. Everyone there is happy to live and let live. You are honestly the monster if you want to clear out the caves and collect loot.

In the original you freed captives before they were eaten. There was no moral ambiguity. You could just go and fight bad guys and collect treasure.

Back to the positives. The Keep is more fleshed out and there are interesting NPCs to meet and plenty of things for the characters to do there. I am not bothered by the lack of a storyline. I’m actually glad it isn’t just another adventure on rails. Every group I have ever played with will come up with their own stories, and now I don’t need to tell them, “Actually, that thing you are interested in? Yeah, were not pursuing that. You need to look into this other thing.”

There is a far greater diversity of characters than there used to be, and I see that as positive. The only criticism I have is the way they implemented it. They need to stop making EVERY SINGLE NON-PLAYER CHARACTER AGAINST TYPE! What do I mean? I mean, if you think that there is a role that is typically male, it will be female. If it is typically female, it will be male. EVERY SINGLE TIME!

To be clear. I LIKE characters that are against type. I like the dwarf woman black smith, but it doesn’t have to be every character. I mean, at least make it random. Not all big stupid fighters have to be women. Men can be big and stupid too!

Another positive. The original Keep on the Borderland had a few encounters in the Wilderness, but there was never any reason to go there. The new one has it more integrated and there are more things going on in the Wilderness. Some combat and some non-combat. Thumbs up!

Last negative. The new Caves of Chaos seem… a little empty. The original was packed full of monsters (humanoid and otherwise) that you had to fight your way through. It was a real challenge. One of the new caves might have half a dozen rooms and half of them are empty. The others have maybe 5 or 6 monsters in them. Total. For the entire cave.

I understand that they need to make it level appropriate, but I think it is going to be too easy, even for beginners. Not too big an issue. And they even have suggestions for each one on how to make it tougher. I would suggest doing that and then adding even more. Especially if they are over-leveled for the current cave.
 

My first negative is that it says ages 12+
I expect this is a regulatory requirement, since it includes depictions of violence. Also reading age is an issue. No point in selling it to someone who isn’t a fluent reader unless they have help. I intend to use it with 9 year olds - the age people might actually be interested in starting D&D. It’s not uncommon for things to be aimed at an audience younger than the label (with adult supervision).
dwarf woman black smith
Dwarf blacksmith is hardly against stereotype! A halfling blacksmith maybe (although the Shire clearly has them).
The original was packed full of monsters
Different game. It was common to fight 20+ monsters at a time in Basic because the rules were different. It would by massively laborious using 5e rules. But the caves were massively overcrowded in the original, one of the reasons I didn’t like it - it was nonsensical. What are several hundred humanoids eating and drinking? Where does the poo go? You break into someone’s house, how many people would you expect to find living there? If it's too easy you can always have the neighbours hear a disturbance and raise the alarm.
 
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Im disappointed that the leaned into the game board elements but didn't do XP tokens to level.

Mostly I like old school XP tracking versus DM fiat leveling and XP for gold is a solid mechanic for a board game.
 


If I already own Goodman Games' "Into the Borderlands," is there a compelling reason to pick up this box set for its version?
I don't think so. It's mostly focused on being an introduction to D&D. The Goodman Games one in particular is very dense with content (although it still doesn't have all the NPCs in the keep named).

I have purchased Heroes of the Borderland, but mostly as a board game style boxed set I can whip out on the holidays and not worry about having to prep, and which I can hopefully get the kids to take turns DMing.
 

The interesting thing of the 5 videos I’ve watched were all liked it and said the people at pax west and gen con enjoyed it….but all 5 had a different little thing they would change so it shows the inherent struggle to hit the demographic on what people will like while minimizing what they don’t with so many people.
 
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Keep on the Borderlands was my first adventure, and I was looking forward to seeing what they did with it. Having received by box yesterday I finally had a chance to sit down and take a look at what I got. Overall, I'm pretty happy with it, but there are some disappointments too.

First, as you would expect, everything is beautiful. Art is great and the quality of the things you get is high.

My first negative is that it says ages 12+, but the story seems almost aimed at an even younger audience. In the original the keep was a bastion of civilization holding back the encroaching Chaos that would kill and consume the good peoples of the land. This one is... kinda funny?

The kobolds aren't going to kill you and eat you on sight. They have a trap, but it is just a nuisance. The guard just walks up and asks you what you are doing there. They are having a problem you can help them out with.

The goblins are having a birthday party for the chief and you don’t have to fight them if you give her a present.

The orcs are completely gone of course. I thought they would replace them with some type of humanoids with Evil intent, but nope. Just some random monsters in those caves.

Honestly, other than the rumors of an Evil cult (I guess religion can still be Evil?) there is no reason to go to the caves. Everyone there is happy to live and let live. You are honestly the monster if you want to clear out the caves and collect loot.

In the original you freed captives before they were eaten. There was no moral ambiguity. You could just go and fight bad guys and collect treasure.
You're still allowed to be a murderhobo. No one is stopping that from happening.

But in the decades since B2 was published, fantasy has changed. Today's younger players -- the majority of the 5E player base -- have grown up in a world where goblins are smartass engineers and hustlers, orcs are brooding loners, etc. and the world is generally against "hey, they look different than us; stick a sword in them." A Hasbro game sold to modern young fantasy fans is going to reflect their tastes.

If you want straight up muderhoboing adventures, the OSR movement produces more adventures every year than TSR did during its entire existence, many of them involving sticking swords into funny looking people.
 

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