The Warhammer Age of Sigmar: Soulbound Starter Set contains everything you need to begin roleplaying epic adventures in the perilous lands of the Mortal Realms. Whether this is your first ever tabletop roleplaying game or you are an experienced Gamemaster preparing your next campaign, this boxed set is the perfect starting point for anyone interested in Warhammer Age of Sigmar: Soulbound.
The Starter Set includes:
• Faltering Light, a 48-page adventure that sees the heroes venture into the ancient Agloraxian ruins beneath the city of Brightspear. The adventure teaches you and your friends how to play — no prep required! • Brightspear City Guide, a 64-page guide to the city of Brightspear. Filled with strange and wonderful locations, unique characters, story hooks, and featuring eight one-page adventures set in Brightspear, this is the perfect way to continue your Soulbound campaign. • An introduction to the world of Warhammer Age of Sigmar • 5 gatefold characters sheets with pre-generated characters, each with their own goals, background, and connections. • Three two-sided rules reference sheets with rules for Tests, combat, and spellcasting. • A two-sided sheet with a map of Brightspear on one side and the lands of Aspiria on the other. • Tokens for tracking Mettle, Soulfire, and Doom. • A set of 8, six-sided dice.
Coming from the demographic of ex-WHFRP and WHFB players (and avid Old World novel reader) that just dropped everything in a container shortly after the old world shutoff, you could say I was mildly hostile to the setting Soulbound uses. But I kept hearing good things about the setting to people that tried it out, so when Soulbound came out I was interested, but not interested enough to shell out for the brick Core book. But in an age of starter sets, this one came to a curious person's rescue...
The thing I enjoyed the most about how they did this set is that they merged the rules book and the adventure book. You can just pick up the box and run the adventure without any prep as it tells you how everything works and introduces things slowly, and the scenes are straightforward for the most part. Like that a lot. The game also comes with various rules references (including spells that the premade caster character has) and premade characters that are all handy and nice. The last part of the setting book also has some really nice adventure outlines with some extra monsters so you can run more than just the included main adventure without more stuff than the box, which is also something I really like.
There's some of the stuff here I am conflicted on however. The setting book deals with a single city (Brightspear) which is lacking a good explanation for the greater picture of the settin. And Brightspear is filled with lots of very brief descriptions (like a distinguishing feature, big on weird and/or grand usually) of places with some name drops and adventure hook(s). The plus side of this is that there's a lot to get you started on making your own adventures in Brightspear that ties into the place. On the negative side, unless you know stuff about the setting beforehand most of it is greek and you have to ground all the weird places in some fashion yourself to make it relatable. The way modern Warhammer stuff is named with all the legally-distinct-heritage names makes it more of a mess to read for the uninitiated even than FFG rpg books for games that use special dice. Assume Age of Sigmar players have a much easier time with that stuff.
I don't really have anything outright bad to say about the box. Only a weird thing. One of the "extras" is a map, with the region on one side and a map of Brightspear on the other. The region map is nice. But the Brightspear is just an outline without anything keyed. So my first reaction is why on earth would they not key it? And I think maybe they thought the same, because at the back of one of the books there is a keyed Brightspear map in the same size as the map handout... Bit mindboggling, but perhaps some people really like a city map that is just an outline?
Overall I think the set was very good, and the system gave the group an appetite for more. But the setting is still a lot more of a hurdle than old WHFRP was.