Your House is to become the new governor of Arrakis in an alternate “What if?” scenario, where you must ensure the supply of the vital spice melange to the Known Universe. With the eyes of the entire Imperium watching your every move, can you retain control of Arrakis? Or will this appointment spell the destruction of your House?
The Agents of Dune Campaign Experience Box Set offers a complete introduction to the world of Dune and the Dune: Adventures in the Imperium roleplaying game. The box contains everything you need to start playing, with no preparation required. Even if you are new to Dune or roleplaying games, this set guides you through an epic story where your characters are the heroes.
I was torn between giving this 2 or 3 Stars, but ultimately decided to give it 3 because as a starter set for the Dune role-playing game, it delivers on what it was created to do. The campaign does a great job of introducing players and the game master to the rules of the system by offering step by step instructions and scenes that explain how to use the game mechanics with each new scene building off the game mechanics used in previous scenes.
The campaign itself plays out very similar to what you would find in an old game book-style adventure, such as Lone Wolf, where there are several scenes in an act and the success or failure (or ranges in between sometimes) determines the outcome and influence the narrative and rules consequences. The campaign is very directed with not much to accommodate players going off the established path of scenes. You could play this as a solo-style campaign where you play the party of player characters and then follow alone choosing your action and making the rolls to determine the outcome. The presentation is good with many handouts that serve as game mechanic reminders and visual aids, in additional to the battle maps and tokens. All of these are offered to enhance the game experience and to help understand the game mechanics.
Unfortunately, while the campaign is sufficient, I did find it generic and mostly adequate. I speculate that this was mainly to stick to some generic tropes to showcase using the rules for some of the common themes that should happen in a Dune campaign, such as combat and intrigue, but for a couple of exceptions, I was not wowed by what was presented. There was at least one scene that was not explained well and it lead to another scene that seemed to described an outcome that was not addressed in the previous scene, which lead to some confusion on how that scene came into play. I want to mention that there are a number of spelling and grammar errors that were common in the book. They were prevalent and while none caused major issues in understanding what was being said, it was disappointing to find so many errors in what would have been an otherwise well-presented product.
Agents of Dune shows promise, and I would like to run this campaign. I think it would make for a pleasant experience with some modifications, such as changing, adding or removing certain scenes.
The campaign is solid, if guided (by design). Maybe not super flexible in some parts, and dense in “read aloud” sections, but has the right vibe and seem a very good intro to Dune. The box has a lot of materials inside but doesn’t come cheap.