TheGreayingGamer, thegreayinggamer@ttrpg.network

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The Rulebook Overall, I think The Hero’s Journey 2E is a very good game. I don’t have any serious nits about the game and think you get amazing bang for the buck. As of 7/8/26, the pdf is $14.99; softcover is $29.99; the hardcover is $39.99; the softcover combo is $34.99 ($44.98); and the hardcover combo is $44.99 ($54.98). The purpose of this, for me, is to go through the book and highlight what I feel are its high points and, if any, the low points. Let’s get into it. The intro I like because you get a glimpse into his headspace as to why he did the 2nd edition, which was a nice touch. The rules start with the attribute chapter, and right out of the gate, we’re told rule number one is the Narrator has the right, and is encouraged, to modify the rules as needed. The game uses the standard polyhedral set of dice d4 - d20 that most of us are familiar with. Attributes are broken down to Might (STR), Finesse (DEX), Resolve (CON), Insight (INT/WIS), Bearing (CHA), and Weal (the wild card). One thing I like about the attributes is you can get a +5% bonus to XP for meeting certain attribute minimums. These are stackable with other attribute bonuses, as well as archetype and lineage bonuses up to a maximum of 20%. Professions are an interesting add, in my opinion. Some games include the notion, some don’t. Roll 1d100 for profession. Alternatively, the Narrator will allow you to pick one. Each offers starting gear and gold. Shaded boxes are also included to introduce optional house rules. Another nice addition. There are several different lineages, each with a dice pool for attributes and level limits for each archetype, as well as lineage specific skills. First is the Changeling. They are, by my interpretation, they are humans that are just slightly different. They experience time slightly differently, can see the unseen, and have an unnatural presence, among other differences. They do best as a Swordsman, able to reach level 10, while they aren’t known so much (or it isn’t their strongest suit) for bearing the mantle of Knight, only able to achieve level 4. They can achieve level 7 in the other archetypes. Next is the Dwarf. Pretty self-explanatory. Their archetype maxes (like the others) are unique to them. They are best as Warriors (level 10), least known for Knights (level 3), and can’t be a Wizard. Then we come to the Elves. They are known as good Wizards (level 10), but not so much for being Knights or Yeomans. Half-elves come next and are the world’s Bards (level 10), with the ability to achieve level 7 in each other archetype. Second to last, we have the Halfling. Each Lineage is “known” as the “best” in a certain archetype (meaning typically they can max level in one specific archetype), and the Halfling is the Yeoman. With the Lineage/Archetype combo, what comes to mind for me is Samwise Gamgee. They are also the only other Archetype that can’t play as a Wizard. Lastly, we have the most adaptable and common lineage, humans. Also included for humans is a variant Lineage: The Errant. Errants are not native to the world, but come from a world where the stuff they see and and experience here are considered fantasy and fictitious where they are from. Archetypes Being an XP based game, each Archetype has an individual advancement table for XP, Endurance (HP), Attack Bonuses, etc. There are also minimum requirements to play each archetype. Each Archetype has specific abilities as well. One can play as a Bard, Burglar, Knight (the artwork throughout is amazing, and the artwork for the Knight all I hear is Jamie Lannister’s voice “Brienne of f’ing Tarth"), Ranger, Swordsman, Warrior, Wizard, and Yeoman. The Equipment chapter is pretty representative of what one would expect to find from a fantasy game and prices are typically listed in Gold Pieces. How to Play This chapter is pretty well written and breaks down how to play. For me, there are some notable rules. The first is about gaining XP. This isn’t a combat heavy game and is not actively encouraged as the Endurance scores at 1st Level are mostly 6 - 8, with Wizards starting at 4 (before any applicable bonuses). Because of this, no XP are earned for combat or body count. There are XP Rewards the Narrator can issue to players on an individual level and some are included in the book. These include: accurately playing lineage and archetype, attempting a potentially deadly act of heroism, making everyone laugh, etc. That’s not including any bonus percentages. Another is advantage/disadvantage. When one is declared, roll 2d20 and take either the higher or lower number. Next is the notion of Despair. Each creature has a Despair rating, and each PC has to make a roll if the creature’s Despair rating is 5+ the player’s current level. So a level 2 character has to roll on Despairs of 7+. Failure of the Saving Throw hinders the PCs attack ability. Also, if they’re in a blighted land, a failed Saving Throw means rolls are at disadvantage while in the area. Last is the concept of making camp. It’s something I think most of us gloss over as gamers. Here it’s assumed you have to search for food and a lack of food means a Saving Throw and failure has consequences. Not enough rest has consequences. If you state the group is going to “relax around the campfire,” a successful Saving Throw gets each PC advantage on a Saving Throw the following day. Magic I particularly like how magic is handled. There are 21 spells spread across 3 levels of spells: Apprentice, Journeyman, and Master spells. When you cast a spell, a successful roll nets one of 3 possible outcomes. As an example, you cast “Breathed in Silver.” You can opt to “Befriend the Fool,” have a “Lingering Phantasm,” or cause a “Slumbering Sting.” Each option causes a different effect under the umbrella of the specific spell. The chapter on Running the Game gives one the basics of what they need to run the game. The Menagerie chapter offers a wide variety of baddies to choose from: avians, demons, dragons, elementals, giant-kin, strange creatures, and others. The other keynote point in the chapter is wandering monsters. The game is all about the story and random encounters can seem jarring and out of place. The last chapter is, to me, one of the most interesting. As you level up, you receive myth points. These are used to purchase Aspects, which empower your weapons, armor, and shields. Examples include: Balanced, Cold Iron, Grievous, and Renowned. There are also heirlooms. Each lineage has them and you can use myth points for them as well. Both are a nice addition to the game and add some depth and character to a game that already has a bunch of both. In the appendix, James M Spahn lists some inspirations of his: literature, films, and RPGs. This isn’t a point by point breakdown, and was never meant to be. These were just the high points that stuck out to me. Overall I think it’s a great game with a lot of potential. This is just a surface scratch to give some first impressions. When you look at all the available material, it allows for a wide variety of stories to be told.

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This series is designed to be a quick look at the games in my collection. These games are ones I picked up after 2019. It’s not designed to be a page by page review or even a nitpick session. Just some general impressions.

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