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Review of Dungeons & Dragons Basic Game


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Why Would I Buy a D&D Basic Game?

One probably does not grasp, instantly, what would motivate a roleplayer with two decades of experience and a shelf-full of RPG materials, including a sizeable D&D 3rd edition selection, to purchase an introductory D&D product aimed at novices. You probably do not find it difficult to believe I would be motivated at least partially by nostalgia. This product essentially is the Red Box (or Blue) for the current edition. Let me add to that, secondly, curiosity. What are they teaching these kids these days? Might this product be of use to me in introducing a young friend to D&D? Does the game have possible play value to a veteran gamer? Third, as a roleplayer, let me add aesthetics. The game just looked keen, and I was curious to see what kind of work went into it and how the final product turned out. Fourth, I happened to notice the cool game accessories. This set includes sixteen attractive re-paints of D&D Miniatures line figures as well as a number of sturdy square-grid dungeon tiles.

"Everything You Need to Start Playing the Dungeons & Dragons Roleplaying Game!

So boasts the box. The eye-catching oversized box contains "Read This First," the Quick Start Rules, the First Adventure Book, four character sheets for the pregens, the Advanced Rule Book, sixteen pre-painted plastic miniature figures, dungeon tiles, and six polyhedral dice.

Perusing the materials, it appears this box is exactly what it claims to be. "Read This First" contains these instructions:

  • Step 1: Pick a Dungeon Master
  • Step 2: Players Choose Characters
  • Step 3: Miniatures and Tiles
  • Step 4: Get Ready

Reading these instructions for a simple RPG scenario, with two decades of experience between me and my first game, amused me. Nonetheless, I felt a deep appreciation for their clarity and accuracy. What this box essentially contains is a distilled version of the D&D game that allows you to play from 1st to 2nd level, using four classes (Fighter, Rogue, Cleric, Sorcerer) and the core races (human, elf, dwarf, halfling, half-orc). A very limited selection of Feats is included, along with a simplified and brief version of the skills system.

The Quick Start Rules explain how the game is played. Dice formulae are always written out. Thus, a fighter's longsword attack reads "1d20 + 3, damage 1d8 +2," and so forth. The First Adventure Book is essentially a module, with an explanation of how to place the monsters, randomly or by design, using the dungeon tiles. Each room has a description, as well as a description of what you can hear in nearby rooms if you Listen successfully. The character sheets are of four iconic D&D characters, Eberk (dwarf cleric), Regdar (human fighter), Lidda (halfling rogue), and Aramil (elf sorcerer). The Advanced Rule Book includes a complete description of the monsters in this set, more spells, rules for advancing to second level, and costs for mundane equipment and minor magic items. It is entirely possible to run a D&D campaign, of sorts, using this set, until you hit that second level barrier. Interestingly enough, the sorcerer, an add-on to the 3rd edition's D&D world, is the primary arcane caster in this basic game. I wonder what an initiate of the Basic Game will make of the Wizard once he moves on.

The materials are well-written. Obviously, the game is written down to be accessible to complete beginners, some of whom may be average 12-year-olds. I particularly enjoyed the explanation under Magic Missile that a missile is anything thrown or hurled, and that the spell does not create a rocket.

Artifacts

The dungeon tiles are superior to anything currently available for the D&D Miniatures line itself. They are sturdy and two-sided. The booklets themselves are none too sturdy, but should survive long enough to get the players to second level. The dice included are nondescript dice in the primary and secondary colors, plus black. They are all numbered in white and are easily legible. Interestingly, they included only one six-sider, in contrast to the official D&D dice packs, which include four (for rolling ability scores).

The miniatures included are: the four player characters, two Skeleton Warriors, one Wolf Skeleton, two Kobold Warriors, two Kobold skirmishers, two Orc Warriors, one Troglodyte, one Huge-sized Gold Dragon, and a small Black Dragon. Just kidding about the Huge mini. All are repaints from the official D&D line, and all seem to be markedly improved over the original. Particularly, the Black Dragon was well-painted and formed, to an exactness seen in only the best figures of the miniatures line. Also included are reference cards, including both D&D Basic Game type sheets and, on the reverse, D&D Miniatures game ratings. For the minis gamer, this means useful 3rd level versions of the four iconic characters.

What to Do With This Set

Obviously, this product is intended to introduce young game-players, possibly living in isolation from fellow gamers, into the fold. On the level, I must say it completely succeeds. The booklets are well-written enough not only to instruct players in the rules, but to avoid creating misconceptions. There is not, at this time, any better introduction to roleplaying for young gamers than this set. The Advanced Rule Book notes that if you buy D&D Miniatures, you can use the quick reference side of the card to include other monsters, making reasonable guesses as to how some abilities work. Now that's gaming!

Getting past second level means buying the core rulebooks. Wizards of the Coast has wisely decided not to gouge their young initiates. Even when they move past the Basic Game to the full D&D game, they will still have sixteen above-average and useful D&D miniatures, the otherwise unavailable dungeon tile sets, and a pack of dice. Not too shabby. In fact, if you look at the price, the whole set costs less than two boosters packs of minis and a set of cheap dice. It seems to me that this set is an excellent buy for someone who is already an experienced D&D player and would simply like the cool minis and tiles.

Although I can hardly recommend a product on its meditative value, let me note what I most got out of this product. Seeing the game stripped down to its bare essentials, I saw that, at its heart, D&D is the same game now it always has been. "I want to be a dwarf, with a big axe," is, in many ways, a clearer picture of a character than some jumble of BAB, multiclassing, Prestige Classes, and obscure feats. The full game should be enabling, not a trap. I think what has turned a lot of people off the current edition of D&D is a failure to understand two principles. First, gaming references are always additive, not prescriptive. Simply because some book has a Dwarven Bladed Dire Greatquarterstaff Flail doesn't mean you have to retire your axe and your beard. Rules supplements are intended to enrich your experience, not crush your mind. Second, beneath all the apparent complexity of D&D, or any game, is the same basic approach to storytelling and tactical gaming that has informed every generation of roleplayers, whatever their flavor or stripe. It is not hard for me to imagine some gamers declaring this Basic Game is superior to the full game. I think that is quite beside the point. As I noted above, the game encourages you to expand on the game by what amounts to guessing at how unfamiliar creatures work in Basic Game terms by looking at the D&D quick reference side of a miniatures card. The point is that the game is a lens for gaming itself. If D&D 3rd edition did not exist, it would have been necessary to create it. It made me smile to start with my feet placed firmly on a 3rd edition product, and by seeing the game stripped down to its most essential mechanics, a small spell list, and two character levels, perceive something wholly and faithfully like my old beloved Red Box. Neither simplicity nor complexity is D&D. D&D is roleplaying gaming, two words with staggering possibilities for elaboration.

Regardless of one's philosophic viewpoint, it is worth stating simply and factually that the dungeon drawl is alive and well.

Evaluation

This game must be called successful on every level: an attractive physical presentation, a complete game in a box, excellent booklets geared toward a step-by-step understanding of the game, useful figures and materials (even for an upgraded user), and pure dollar value. The only possible improvement I can imagine would be including Bargle the Magic-user. I believe that five young teenagers, trapped on a desert island, armed with a reasonable knowledge of the English language and pencils and paper, could easily learn to play and love D&D from owning this set. Any game collector would do well to acquire this aesthetic product.

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