". . . In the past, intro sets for RPGs have often been focused on a stripped-down adventure scenario and a limited version of the rules that becomes irrelevant once players move on to the full version of the game. We wanted this new set to be something you could keep on your shelf and use again in the future.
We decided early on that any materials likely to be used only once had to be eliminated from the set or kept to a minimum. One example would be a tutorial that teaches the rules through a scripted adventure. And in deciding that such a tutorial is something we didn’t want, we were able to think about how that kind of resource would be much better suited to other media—such as online video. Because we’re giving players the opportunity to learn the game without investing any money in it . . . a new player who downloads the rules can then make use of video tutorials that provide a much better experience of how D&D works . . ." (Getting Started)
". . . .We are very ambitious with Dungeons & Dragons . . . the strategy that we’re pursuing is starting to emerge. One of the most important things with Dungeons & Dragons is that we are able to take the same stories and themes and execute them across platforms, not just in the paper side of the business but the digital side . . ." (Interview: Greg Leeds on the Game Market and Wizards of the Coast).
- 64 page adventure book with everything the Dungeon Master needs to get started
- 32 page rulebook that will take players from level 1-5
- 5 pre-generated characters with character sheets and 'reference' materials
- 6 game dice (1d20, 1d12, 1d10, 1d8, 1d6, and 1d4), marbled blue in color with white numbers (see Getting Started for more)
- Levels 1-20 for the Cleric, Fighter, Rogue, and Wizard
- An essential subclass for each of the above classes
- Four races: Elf, Dwarf, Halfling, and Human