Hot damn is Monsterhearts 2 a good book. (It’s also an amazing game in play, but right now I just want to talk about the book itself.)
It’s lean, without an ounce of cruft anywhere on its frame. It’s devoid of blather. This is a bullshit-free presentation honed by years of actual play, design chops, and feedback from others. It’s fucking beautiful.
It’s also packed with advice delivered in the best way possible for an RPG: conversationally but directly, with its intended audiences in mind. I love design notes and anything that brings in all the stuff that exists on the edges of the actual text — like intent — and MH2 makes so much explicit so well that it just rocks.
MH2 connects with me on many levels, some of them much deeper than most RPG texts. This is rare, and I appreciate it. But it’s also a fun game that hits so many personal high notes for what I like in an RPG, and the book expresses those things clearly and without pretension.
As a physical object, the book is equally great. I love simple hardcovers with gilt, so I love this. I generally hate dust jackets on gaming books, but in this size, and executed this well, I love this one. (It makes a perfect bookmark.)
This is one of the best gaming books I’ve encountered, full stop. It’s exactly and precisely what it wants and needs to be.
Huge props to Avery Alder.
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.