Dungeons & Dragons: Heroes of the Borderlands - First Impressions

A look at the new Starter Set.
heroes of borderlands 1.jpg


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.

heroes of borderlands 2.jpg


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.
 

log in or register to remove this ad

Christian Hoffer

Christian Hoffer

Yeah, just asking why your player characters are here on the edge of the civilized world is enough to reframe this adventure into potentially something much more bittersweet or tragic or dark or intrigue-based. For folks who want more story, this is a good springboard for that.
Right!

Q: "Why are you here?"

A:"To make friends and hug fluffy bunnies."

Or

A:"To murder innocents to fill the gaping hole in my soul which can never be filled."

And everything in-between or sideways of those.
 

log in or register to remove this ad

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.
Ah, yes. Maybe you missed the part where I said those "funny looking people" were murdering people and eating them. The characters were not "murder hobos". They were heroes protecting people from violent aliens that want to kill all of the humans, elves, dwarves, halflings and other friendly aliens. They are not just killing them because the "look different than us."

The criticism wasn't that the characters couldn't murder everything. It was that the foes that are presented aren't really foes at all. Even the ones with an Evil alignment don't actually act very evil.

When I was a kid, I wanted to fight bad guys and save the day. Not murder innocent people. And I didn't want to go explore a cave and find out that instead of bad guys it was a birthday party.

If you went to an action movie and the heroes tracked down the villains, only to find out it was a misunderstanding and everyone went home, that wouldn't be much of a movie. So why is it okay in D&D? Why is it bad to want actual bad guys to fight?
 

Ah, yes. Maybe you missed the part where I said those "funny looking people" were murdering people and eating them. The characters were not "murder hobos". They were heroes protecting people from violent aliens that want to kill all of the humans, elves, dwarves, halflings and other friendly aliens. They are not just killing them because the "look different than us."

The criticism wasn't that the characters couldn't murder everything. It was that the foes that are presented aren't really foes at all. Even the ones with an Evil alignment don't actually act very evil.

When I was a kid, I wanted to fight bad guys and save the day. Not murder innocent people. And I didn't want to go explore a cave and find out that instead of bad guys it was a birthday party.

If you went to an action movie and the heroes tracked down the villains, only to find out it was a misunderstanding and everyone went home, that wouldn't be much of a movie. So why is it okay in D&D? Why is it bad to want actual bad guys to fight?
I don't think I've ever seen anyone suggest that it is bad to "want actual bad guys to fight," so that's not a very accurate representation of what folks are saying. I have never personally heard of a game with no bad guys, though many (like mine) operate on the assumption that evil is a point of view. All that means is that it requires context, and sometimes the party has to do more than look at someone to know if they are a bad guy.

The point being made is that, back in the day, the default position of D&D was that lots of species (e.g. orcs, goblins) were iredeemably evil by default, so if you saw an orc you didn't have to worry about whether or not they deserved to die, you could just straight up kill them. To the extent that Gary Gygax seriously argued that it would be lawful good for a paladin to slaughter orc babies.

Whereas the contemporary game, and fantasy in general, has moved in the direction of villainy generally coming from what people or things have done, rather than what they are (with notable exceptions). But if slaughter is your jam, then that's fine, too. Just rule that in your setting orcs, or whatever, are all automatically evil and tell the players to slaughter away. There's no right or wrong; it's just fiction.

Edit: also, going to explore a cave expecting some bad guys to kill and instead discovering a birthday party is a great story hook and I am totally borrowing it, so thank you!
 
Last edited:




The change from the expectation established by the use of Borderlands as nostalgic bait.
I'm not sure the target audience for this product was even alive when B2 came out.

And it's my understanding that there's still an evil cult in the back of the cave, along with nothics who are happy to eat your ... soul? (What is it that nothics eat?)

That said, I don't recall the residents of the Caves of Chaos back in B2 doing much other than existing and killing trespassers. If people were happy to kill them before, I'm not sure what the issue is now just because we know that goblins celebrate birthdays. Maybe it's an evil birthday party and they're making all the guests eat Little Caesars or something.
 


Remove ads

Remove ads

Top