D&D 5E (2024) 2024 D&D Starter Set - Your turn to design


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So, this is an interesting dichotomy.

The PHB does a great job of introducing people to the game, especially the 2014 version. It goes in detail what each thing is and introduces them to each item. What is a race/species. What is a class. How do they work. etc.

It's also a lot of reading. However, that's the type of detail you need to introduce new players many times.

On the otherhand, a Starter Set (as opposed to a Basic Set or Beginner Box) should be made so that you can just sit down and play.

First item...Everything is on the board to begin with. You don't need to select cards, you don't need anything else except to select a Character/board. It is all there. You don't have to do any other reading to create your character, you have it there already.

Then you have an introductory adventure that is on the rails. This takes the DM and players step by step through each of the new rules and items. They get to play as they are introduced on how to run and how to play the game.

This is what goes into the Read Me First booklet. If not that book, then a Read Me Next Book. The Read Me first book in that instance would be to show a picture of the Player board and to tell them to get one of these boards. Then it would explain that this is their character and to have it in front of them. It would give an example of Roleplaying that is around a page long and then guide the DM on leading that exact scenario (it would only be one scenario) in which they learn about what spaces are and how to move (or something simple like that). It would be a very guided scenario.

Then the Read Me Next would be an Adventure on the Rails where it introduces a new concept in each scenario within it (for example, this is your attribute scores...lets see what a use for them can be).

Sort of like they do in some of the Good Video Game tutorials or other things today.

Finally, AFTER they have read the Read Me First and Read Me Next booklets and book (which will be several dozen pages or more, just in themselves) you can have a proper Rulebook and Module (similar to what they included in their Starter Set already). You could even include another Blank Player Board or one that they can modify (similar to what is now included in the Starter set) so that they can make their own characters and such.

This accomplishes the goal of getting players to play almost immediately on sitting down and getting them involved with play (which is one of the reasons and designs of the Starter Set) while also introducing them very easily into the rules (another goal of a good Starter Set).
 

I find it interesting that there seems to be focus on improving the quality of all the bits and bobs in the kit, which will certainly raise the price of the kit.

It does make me wonder if all of us have a different idea of what a starter set should be. Like if this is something to get the buyer learn or teach the game to some friends, it'll likely never get used again once that group learns to play. So I don't know how much value there is to have nicely laminated cards or sturdy tokens. It's not like a board game that'll get used over-and-over again, for which having nice pieces makes sense.

I would like the starter kit to be significantly cheaper than the official rule book, maybe like $5 or $10. It would be one or two booklets with rules & adventure, and a curated list of on-line resources (which includes character sheets, all the printable tokens), and I would not include any dice. (Maybe the starter comes with like a voucher for dice you can get at a local game store, or if the starter is being purchased at the game store, they let you rummage through the rando dice pile.)
 

Like if this is something to get the buyer learn or teach the game to some friends, it'll likely never get used again once that group learns to play. So I don't know how much value there is to have nicely laminated cards or sturdy tokens. It's not like a board game that'll get used over-and-over again, for which having nice pieces makes sense.
I think it depends on the person. WotC's main audience is the newbies who will then graduate to buying $150 in core books and, ideally, remain inspired to keep shelling out $50 a pop for supplements and big adventure books.

I already have that stuff, though, and my goal is to use Heroes of the Borderlands as another box in the board game rotation, something that can be pulled out after a game or two of Labyrinth while holiday dinner is cooking and before people settle into drinking and cards.

I own plenty of easy-to-prep adventures, including the ones in One-Shot Adventures, but this is a vastly easier play experience for people without existing characters or any real knowledge of the game.

Whenever there's an apparent dichotomy, it's usually because there's more than one group of people with different interests and goals.
 

I would have added a page for a linear/railroad adventure layout.

First: looted wagon
Second: Kobold lair
Third: weapon smelting + the "ghost"
Fourth: game trail

etc.
Other than that, I think it is pretty much perfect.
 

I can see the appeal of a cheaper starter set, but I do remember using my old '81 Moldvay B/X set for years. While I'm not the audience for a starter set nowadays, I would to see the next generation get something they can keep and enjoy for years as well, rather than toss it out within a week for "the real game".
 

I agree the first level boards should just be filled out.

I found the few dice off putting. Everyone should have their own dice. Reduce the cards if you have to to control the price.

I agree that the first two encounters should be on the railroad, like jaws of the lion. That really taught gloomhaven well.

But really, I'm not sure I'd change a lot. If anything, less rules, like nothing that imposes a condition?
 

I can see the appeal of a cheaper starter set, but I do remember using my old '81 Moldvay B/X set for years. While I'm not the audience for a starter set nowadays, I would to see the next generation get something they can keep and enjoy for years as well, rather than toss it out within a week for "the real game".
This is also an experiment. If this turns out to be an utter disaster, we'll have Dragons of Stormwreck Isle II: The Wreckening by the end of 2026.
 

I think that you need something you can sit down and start playing soon. You want to be rolling dice with something like a trail ambush in Lost Mines on your way to town. This means pregens over having to pick things to place on a card. I like the tokens and maps to help players visualize things and they can be used past the starter set. I like having smaller chunks of dungeon that can take only a hour or two. You want players to play and have fun and accomplish something and feel good enough to want to play again.

I would like to see some help in making a follow-on adventure. Maybe there is some rumors for the players to choose from after they reach level 3 and want to play some more. Give the DM some help in making a dungeon. Even reusing some of the tokens would work. Maybe a small blank map and a few details for a history and a few traps and suggestions for treasure to start off.
 


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