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

I have explained that in the original adventure people were being grabbed off the road to be eaten. It makes it very clear that they are Evil (big E).
Where is this in B2?

I'm looking through it right now, and not finding it. It's not one of the items on the rumors table, for instance, which it feels like it ought to be.

It's also not noted in the wilderness section, which discusses people traveling on the main road from the Realm.

The two orc cave descriptions just discuss how they protect their lairs.
 
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Spoken with the confidence of someone who ignores the actual text in B2. In the module, the forces of evil will enslave the lands of humans, dwarves, elves, and halflings unless the PCs battle to stave off their darkness. It’s right in the text.
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:

Gary Gygax said:
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.
 



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:

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.

It was easy enough to find, I copied it from your post.
 

It was easy enough to find, I copied it from your post.
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.
 

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.
You didn’t think the text in the module applied to the module? Then I guess we’re done here.
 

I don't think the people not seeing what you're seeing are willfully ignoring anything
To be honest, I read it that way when I was 12. One of the reasons I thought it was a steaming pile of garbage back then. It’s been the people on this forum, with their accounts of different ways they played the adventure, that has changed my perspective. Also, reading the story it was based on.
 

You didn’t think the text in the module applied to the module? Then I guess we’re done here.
I don't think the module actually says that orcs are kidnapping and eating people, as @Lord Twig says it does.

Gygax's text reads to me like the kind of "go get 'em, boys" nonsense that people who've never seen combat love to yell.

But the guy who wants to tell you how many copper pieces a farmer in Hommlet has and where they're buried in the barn doesn't say word one about actual bad things the folks in the Caves of Chaos are doing. He just says you need to kill them because they're on the other team.

Per the actual text of the adventure, they're not doing anything other than actively being Team Chaos.

And, as I said at the beginning, which was apparently very triggering for some people, you're still allowed to kill them.
 
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