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

For those who have seen it: would you say this adventure would be worth playing for experienced players who don't need the hand-holding of spell cards and such?

Also, I can't help thinking that the "boardgamification" (1) doesn't really deliver the full D&D experience to new players and (2) might be an attempt to pave the way for similar component sales on future adventures. But that's probably just me being cynical.
For experienced players you would need to ramp the difficulty up quite a bit. As an example, cave F, the Hobgoblin cave, is made a little smaller to fit on the battle map. There are only three rooms. One of the rooms, which had 9 hobgoblin combatants (4 male and 5 female, it made a difference back in the late 70s), which is now empty. The guard room had 6 hobgoblins, which now has 1 on guard and one ready to back her up. The last room had 3 hobgoblins, 2 of which would prepare an ambush while the third ran through a secret door, that is no longer there, to warn the hobgoblin boss. Now only has two hobgoblins that will join the other two if a fight breaks out. So there are a grand total of 4 hobgoblins in the "Hobgoblin Cave." That is a low encounter difficulty for 2nd level characters, which is the recommended level for that cave. There is also one Gelatinous Cube, which is also a low challenge. And, of course, the hobgoblins will just talk to you and ask you to leave.

So yeah, you will need to ramp up the difficulty for experienced players. I am planning to run it for my nephews, and I am trying to decide how to adjust it for them. I don't want to run a game where they go around saying "Good morning!" to all the cave neighbors and going back home.
 

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Can you tell me where that is? Gygax has this in the background, but it feels more like puffery than an indication of an actual plot. I've been playing since 1979, and this always came off to me as the usual twaddle people say to justify killing their enemies:
I am with you that the Caves should certainly be run with a less than absolute black and white morality system. I've had a paladin risk losing their abilities for not killing non-combatants such as children, but there is a fair bit of the notion that it's good versus bad. Here's from the introduction:

The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy. Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm.
 

I thought this might be useful to people, but I didn't want to make a whole new thread. There is a Foundry module available for the Starter Set. This will let those of you who play online try out the set. Here's the link. The set is $20. I haven't purchased it, so I can't comment on the quality, but other products I've bought from this team have been excellent.
 

For experienced players you would need to ramp the difficulty up quite a bit. As an example, cave F, the Hobgoblin cave, is made a little smaller to fit on the battle map. There are only three rooms. One of the rooms, which had 9 hobgoblin combatants (4 male and 5 female, it made a difference back in the late 70s), which is now empty. The guard room had 6 hobgoblins, which now has 1 on guard and one ready to back her up. The last room had 3 hobgoblins, 2 of which would prepare an ambush while the third ran through a secret door, that is no longer there, to warn the hobgoblin boss. Now only has two hobgoblins that will join the other two if a fight breaks out. So there are a grand total of 4 hobgoblins in the "Hobgoblin Cave." That is a low encounter difficulty for 2nd level characters, which is the recommended level for that cave. There is also one Gelatinous Cube, which is also a low challenge. And, of course, the hobgoblins will just talk to you and ask you to leave.

So yeah, you will need to ramp up the difficulty for experienced players. I am planning to run it for my nephews, and I am trying to decide how to adjust it for them. I don't want to run a game where they go around saying "Good morning!" to all the cave neighbors and going back home.
Well no the Hobgoblins are pretty hostile, and will fight to the death anyone that gets into the cave.


On regard to numbers remember the original version assumes 6-9 characters will be going through it (with hirelings to fill out lower numbered groups)
 


For those who have seen it: would you say this adventure would be worth playing for experienced players who don't need the hand-holding of spell cards and such?

Also, I can't help thinking that the "boardgamification" (1) doesn't really deliver the full D&D experience to new players and (2) might be an attempt to pave the way for similar component sales on future adventures. But that's probably just me being cynical.
I ran it with experienced players and it was fun. It is a full D&D experience. I do think that experienced players won't get as much out of it. For example if I wasn't going to run this for new players I would not have picked i up. Knowing what I know about it I'm glad I have it besides that use for it, but still I do think it is a beginner box. Just not beginner for everyone at the table.

One thing I really like is that I think this would be really solid to give to a new DM even if all the other players are not.
 

Well, some old hands, anyway.

Probably the easiest way to figure out if there's a problem is to tell them that after characters get to level 4, you'll be moving on to Wild Beyond the Witchlight or Journeys Through the Radiant Citadel and see who gets upset about that.
Me I'd move on to Goodman Games OAR book.
 

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