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The Hero's Journey: Second Edition
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The Hero's Journey: Second Edition

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The Hero’s Journey Fantasy Roleplaying, Second Edition is a fantasy roleplaying game that blends classic tradition and modern game design to bring you an experience where players take up the mantle of heroes in a world of danger and magic inspired by classic fairy stories and timeless fantasy literature.

Whether you’re taking a Knight clad in shining armor astride your grand steed, a cunning Burglar hoping to use your silver tongue to flatter a terrifying Elder Wyrm while your friends slip away, or a dedicated Yeoman who has given your heart and soul to defend the good and true people of the world from the strange dangers of Fairie and beyond, The Hero’s Journey, Second Edition creates a gaming experience firmly rooted traditional western folklore where the player characters are more than just sword-swinging mercenaries looking to kick in the door, kill the monster, and claim the loot. In The Hero’s Journey, Second Edition, they are all that stands between civilization and the unimaginable dangers just beyond the wild…

Why A Second Edition: It its original edition, The Hero’s Journey Fantasy Roleplaying was explicitly designed to be compatible with Swords & Wizardry: White Box and similar games. While this new edition is still rooted in that classic rules set,extensive changes have been made to almost every element of the game in order to further evoke and emphasize the tone and theme of the game. In addition, more modern elements of game design have been seamless incorporated to keep play fast and simple. Some example changes include, but are not limited to…

New LineagesIn addition to traditional fantasy lineages like Humans, Dwarves, and Elves, players will also have the option of playing the strange and obfuscated Changeling: A fey creature left as a replacement for a child stolen at birth and raised among mortals.

New Archetypes: The original edition of The Hero’s Journey featured thirteen classes. This edition has been streamlined to keep the focus on classic, folklore-infused fantasy and now features only eight classes: the charming Bard, the clever Burglar, the noble Knight, the rugged Ranger, the swashbuckling Swordsman, the stern Warrior, the enigmatic Wizard, and the stalwart Yeoman.

New MonstersEvery single monster in The Hero’s Journey, Second Edition has been given a complete overhaul to bring them more in line with folklore, fairy tradition, and classic fantasy literature. For example: Kobolds, commonly known as yipping dog-lizards to many fantasy gamers, are now strange and diminutive elementals that appear old men fading into the stone as they guide and waylay underground travelers. Several new monsters are also introduced, like the savage draconic Lindworm, which craves the taste of flesh and whose wrath can only be undone when its impenetrable scaled armor is peeled away layer by layer. There is no such thing as a “stock” monster in The Hero’s Journey, Second Edition.

New Spellcasting: The traditional Vancian magic system which previously appeared in The Hero’s Journey has been drastically overhauled. Now Wizards may cast any spell they know and each spell has a myriad of different potential effects! In addition, particularly brave and reckless arcanists may Tap the Essence and sacrifice their own body when they are otherwise unable to cast a spell. Instead of being a stock list of spells found in so many other classic fantasy RPGs, these spells have been modified and re-written to fit the tone and feel of The Hero’s Journey.

Myth Points and Magic ItemsUnlike many traditional fantasy role-playing games, characters in The Hero’s Journey, Second Edition acquire magic items by performing heroic deeds that become inexonerably tied forever to the weapons, armor, and strange trinkets they carry on their adventures. As characters progress and grow, they earn Myth Points, which can be spent to create unique magic items specifically tailored by the player to their individual character instead simply finding a “better sword” in the next treasure hoard. Magics grow and develop alongside a character, becoming an important part of their legend.

 
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Reviews (1)
Discussions (20)
Customer avatar
July 04, 2020 8:59 am UTC
PURCHASER
Can somebody tell me how the Warriors "A Greater Valor Against Lesser Foes" rule works? The rule first says one attack per level and immediately afterwards one EXTRA attack per level - which is it? Also I cannot wrap my head around the following example which doesn't seem to match the rule.

Also is this only for melee attacks?

Thanks,
Simo
Customer avatar
June 25, 2020 3:36 pm UTC
PURCHASER
Sorry, another quick question. A helmet is listed in general equipment and not classed as armour. Is there any reduction benefit through purchasing one ?
Customer avatar
June 22, 2020 2:50 pm UTC
PURCHASER
Quick question- where de orcs at ? There are goblins, but no orcs. Can we have orcs please.
Customer avatar
James S June 22, 2020 3:22 pm UTC
PURCHASER
Because The Hero's Journey is firmly rooted in British mythology and Fairy Tales, orcs were omitted. From a more mechanical standpoint, they are almost statistically identical to goblins so it felt like a bit of a waste of page space to double-dip for what was, rules wise, essentially the same creature. Given the myriad of fantasy RPGs that feature orcs in some capacity, it should be easy enough to import them if you'd like to use them in your game.
Customer avatar
June 12, 2020 10:20 am UTC
PURCHASER
Thanks for the speedy reply. Haven't role played for over 30yrs, so a bit slow on the uptake. Will be running these rules solo, so your reply clears up something that was bothering me. Many thanks
Customer avatar
June 11, 2020 4:16 pm UTC
PURCHASER
Rules look good, very Tolkien. However, have question about Wilderness Encounters. If an encounter happening is controlled by a d6 roll and hexes away from a town etc then an encounter cannot happen if the party is over 5 hexes from a civilised hex, thus a party knows it is safe while well away from civilisation. Can this be right ? I would rather an encounter roll per hex that is not civilised - a 1 on a d6, or something like that.
Customer avatar
James S June 11, 2020 9:19 pm UTC
PURCHASER
I think you're a bit mixed up, or maybe I worded it improperly. Long and short is that when a party is 5 or more hexes away from a civilized area an encounter occurs on 1-5 on 1d6. The chance of an encounter should never increase above this (unless the Narrator decides otherwise) even if they are 6 or more hexes from civilization.
Customer avatar
Michael M May 20, 2020 3:18 am UTC
The game looks fantastic. Looking forward to buying a hardback. Will there be a print on demand option soon?
Customer avatar
James S June 05, 2020 4:52 am UTC
PURCHASER
It's out now for your enjoyment!
Customer avatar
Jason D May 14, 2020 3:26 am UTC
Does this include a blank character sheet? Looked around and was unable to find one to check out...
Customer avatar
Alan B May 14, 2020 2:51 pm UTC
PUBLISHER
I'm uploading a separate character sheet now.
Customer avatar
Patrick B May 12, 2020 10:38 pm UTC
PURCHASER
A few questions if someone would be so kind as to answer them:
1) Does armor make you harder to hit or does it reduce damage?
2) How much of a bonus do shields give you?
3) Does it use Vancian magic?

The second question probably seems strange, but in my experience fantasy games consistently under-rate the importance of a shield.
Customer avatar
James S May 12, 2020 11:45 pm UTC
PURCHASER
Patrick,
1. Armor reduces damage.
2. Shields give you a higher Defense, making you harder to hit. This is a larger bonus than in traditional fantasy roleplaying games. For example, a buckler provides a +2 bonus to Defense, while a Tower Shield grants a +8.
3. It uses a heavily modified version of "Vancian Magic." A character either knows a spell or they do not. There is no memorizing a spell. Characters ARE limited (based on their level) in how many spells they can cast each day. But each spell has 3 thematically tied effects. So, for example, casting "Breathed in Silver" can either convince a target they are your friend, put a mortal being into an enchanted slumber, or weave a minor illusion. The caster knows Breathed in Silver, so therefore knows all three potential effects - but does not choose which effect they are using until the moment they cast the spell. Finally, in the case of Wizards, if they have cast the number of spells based on their level and are in dire circumstances...See more
Customer avatar
Luigi C April 24, 2020 3:31 pm UTC
PURCHASER
What is the expected size of the POD book? 6"*9"?
Customer avatar
James S May 12, 2020 11:45 pm UTC
PURCHASER
Yep. 6x9.
Customer avatar
Luigi C May 13, 2020 9:31 am UTC
PURCHASER
Cool, thanks
Customer avatar
Sean T April 09, 2020 1:41 am UTC
PURCHASER
Really looking forward to the companion. Any idea when it'll be available to non-backers?
Customer avatar
Alan B April 09, 2020 1:49 am UTC
PUBLISHER
Hey! It's currently in layout.
Customer avatar
will R March 29, 2020 9:58 pm UTC
Is there going to be it us there a printed copy available?
I do much prefer having a physical book at the table.
Customer avatar
Alan B March 29, 2020 10:04 pm UTC
PUBLISHER
Eventually, yes.
Customer avatar
Daniel R April 20, 2020 5:18 am UTC
PURCHASER
+1 for physical copy - missed the kickstarter
Customer avatar
James S June 05, 2020 4:53 am UTC
PURCHASER
It's now available!
Customer avatar
Christopher A March 23, 2020 9:49 pm UTC
PURCHASER
It looks like in the v30 update today (which I assume is the latest), the chapter 1 bookmark has gone missing.
Customer avatar
Aleksandr V March 05, 2020 7:38 pm UTC
PURCHASER
Great streamlined rules. Some really unique mechanics (absolutely love Magic here). I can't wait for Hero Companion to start a campaign!

@Gallant Knight Games can you please upload a higher quality PDF? Heavy compression made nice crisp art blurry with jpeg artifacts.
Customer avatar
Charles B February 27, 2020 6:10 pm UTC
PURCHASER
Gotta question about movement: Say my character's movement is 12 which is 120'. Can I move that far and still attack in combat?
Customer avatar
Aleksandr V March 05, 2020 7:32 pm UTC
PURCHASER
You can move up to your movement rate (Normal Movement) and attack in the same round (in any order).
Or you can move up to twice your movement rate (Running Movement) but you can't attack in this round.
Customer avatar
James S March 09, 2020 9:06 pm UTC
PURCHASER
The most recent PDF update corrects some confusion regarding movement rate. Early playtesting showed characters able to move ridiculous distances and still act - so we implemented some changes in the newest PDF.
Customer avatar
Jason C February 23, 2020 9:58 pm UTC
PURCHASER
Are third parties and fans allowed to create material for this (including commercially)?
Customer avatar
Jason C June 22, 2020 12:21 am UTC
PURCHASER
After purchasing the product I found a copy of the open game license on the last two pages of the book so yes, third parties are free to create material for this (including commercially).
Customer avatar
Bill E February 23, 2020 4:23 am UTC
PURCHASER
I am really impressed with this new edition. Are there any published adventures for it?
Customer avatar
James S February 23, 2020 4:12 pm UTC
PURCHASER
Not yet. But we will be releasing 8 adventures in total that were unlocked during the Kickstarter campaign.
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Product Information
Silver seller
Author(s)
Rule System(s)
Pages
220
Publisher Stock #
BRG-001
File Size:
8.68 MB
Format
Original electronic
Scanned image
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File Last Updated:
March 23, 2020
This title was added to our catalog on February 10, 2020.