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

No, I’m suggesting that the module did not tell you how you should play it, and people interpreted it in different ways.

Gygax certainly did not assume PCs were good and heroic though - that was quite foreign to his games. Given his interest in medieval history, he should certainly have known that castles and keeps were most commonly built as weapons of expansion and subjugation though.

The original REH story was certainly intentionally ambiguous.
To wit: when I ran this module as a kid (it was the first D&D module I ever ran) the first group of PCs all died under the presumption that invading the caves and killing the monsters was the goal (and none of us saw any reason to assume otherwise from what we read in the book). The second group (new PCs, same players) was more circumspect and engaged in a bit more sneaking and negotiation (and fleeing) to get out of trouble. They had a couple survivors, who also recruited a jovial orc that wasn't typically evil, and then dragged him around as a torchbearer for the next seven years of gaming. That poor orc didn't escape being a henchman till we all went to college! That orc is most definitely something I injected, as a way of saying, "hey, you don't have to just fight everything" to my group in good old 1981, who were so new to gaming that the concept of a reaction table was nonexistent to them, so they didn't realize I was using the tools at hand to adjudicate encounters.
 

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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:
In defense of what Gygax wrote in 1981, I read that passage with the same gravitas and presumption of truth at age 10 that I did Howard's Conan tales or Lord of the Rings. So the idea that it was nuanced puffery was not on my radar at that age.
 

That feels to me like Gygax's usual puffery and justification for, you know, stabbing strange people with swords. I never read it as "this is what's going to happen if the PCs don't run into the Caves of Chaos and start killing people."

The actual residents of the Wilderness and the Caves of Chaos don't appear to be doing anything. The rumor table doesn't suggest anything bad is happening in the region, other than an elf once disappearing in the marshes where the DM knows the lizardmen live.

Even the hermit in the wilderness, who I always thought of as some sort of proto-serial killer, is just living his life with his pet puma.

The actual text for all the NPCs seems to be that they're going to be sitting at home, chilling, not proactively causing any sort of mischief.

Other TSR adventures do say bad stuff will happen if the PCs don't get involved (Against the Cult of a Reptile God is a great example of this), but the Borderlands is pretty peaceful, by the descriptions of what the NPCs are actually described as doing. The keep doesn't even appear to be sending patrols along the road to or from the Realm.

I don't doubt that some people read Gygax's background differently than I did, but I don't think the people not seeing what you're seeing are willfully ignoring anything.

There's certainly no "orcs are taking captives on the road and taking them home to eat them" stuff.
I think what you are indicating is the inherent beauty and conundrum of this module. Keep on the Borderlands and the Caves of Chaos were open to inrepretation....true sandbox in design, with some stuff for players and DMs to interpret as they desire. As it happened, I was really, really into Lord of the Rings and Conan at age 10 when I got this module, figured out how to run D&D, and found some players. We went into it with the additional media of the day informing out expectations, and I was using DM tools in the Basic book and the DMG that I had found a copy of (reaction table comes to mind) with the notion that orcs, being a well known vile monster in service to Sauron, would most likely be up to no good. The modest amount of exposition in the module sort of fed in to that. I bet a lot of people probably just filled in the blanks from what they knew of other fiction and said expectation. In 1981 no one and nobody I knew conceived of orcs as good guys or even potential good guys.....and I deliberately put a good (lawful) orc into the mix as one of my earliest experiments at trying to defeat genre expectations.

I don't have the module handy, but for some reason I remember there being child and women orcs in the module, too. I vaguely recall that the PCs (my sister and a couple of her friends) were all about killing all the orcs, and I was sort of like "But....children and women...."
 


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