Probably more helpful to a game designer.
I have a very negative attitude (fancy that) about these "blueprints", probably from being around screenwriting and hearing all that "Hero's Journey" stuff ad nauseum.
"You didn't get in the ShapeShifters and the return with the Potion has to be BEFORE the Denouement."
I think it can be really harmful to rely on cookie cutters like this, and when they are archetype myth cookie cutters there is a deeper irony: if this stuff is such archetype, collective unconscious stuff in all stories..... well, then wouldn't your story tend to evoke and further those patterns by its very nature? If you're one of the Hero's thousand faces, why do you need makeup?
It's like Three Act Structure: If it's vital, and you have to have it, ALL stories have it inevitably...then why do I have to think about putting it in?