a hero’s journey
DESCRIPTION
A Hero’s Journey. Flexible framework of a heroic tale. The Ordinary World. “Fish Out of Water” idea: take the hero out of the ordinary world and into a Special World, new and unfamiliar Story will show Ordinary World first to contrast with the strange new world hero is about to enter. - PowerPoint PPT PresentationTRANSCRIPT
A Hero’s JourneyFlexible framework of a heroic tale
The Ordinary World
“Fish Out of Water” idea: take the hero out of the ordinary world and into a Special World, new and unfamiliar
Story will show Ordinary World first to contrast with the strange new world hero is about to enter
Call to Adventure Hero is presented with a
problem, challenge, or adventure to undertake
Now, the hero can no longer remain in the comfort of the Ordinary World
Call to Adventure establishes the hero’s goal, such as: Win treasure Win lover Get revenge Right a wrong Achieve a dream Confront a challenge Change a life
Refusal of the Call Hero fears the adventure
and has not fully committed to the journey
May be thinking of turning back—expressing reluctance
Some other influence is required to get hero past this turning point of fear Change in
circumstances Further offences against
natural order Encouragement of a
Mentor
Meeting the Mentor Story will introduce a
Mentor Function of the Mentor is
to prepare the hero to face the unknown
May give advice, guidance, or magical equipment
However, Mentor can only go so far with the hero
Sometimes has to nudge the hero to get the adventure going
Crossing the Threshold
Hero finally commits to the adventure and enters the Special World by crossing the first threshold
Agrees to face consequences of dealing with the problem or challenge posed in the Call to Adventure
Moment when the story takes off
Tests, Allies, and Enemies
Encounters Tests and makes Allies and Enemies along the road of adventure
Begins to learn the rules of the Special World
Character develops – watch the hero and his companions react under stress of the adventure
Approach Hero comes to the edge of
a dangerous place or “Inmost Cave” Often where the object of
the quest is hidden Headquarters of the
hero’s greatest enemy The most dangerous spot
in the Special World Pause to prepare a plan for
entering the Dangerous Place Prepares to confront death
or supreme danger
Ordeal, Death, & Rebirth Hero hits bottom in direct
confrontation with his greatest fear Faces possibility of death and
comes close in a battle with a hostile force
Audience held in suspense, not knowing if he will live or die
Critical moment: hero must die or appear to die so that he/she can be born again
Major source of the magic of the heroic myth
Every story needs a life-or-death moment in which the hero or his goals are in moral jeopardy
Reward “Seizing the Sword”
Hero has survived the danger
Hero takes possession of Reward Special weapon or token A knowledge and experience
that leads to greater understanding and resolution with hostile forces
The Road Back Hero is not out of the woods yet! Hero begins to deal with the
consequences of confronting the dangers of the Supreme Ordeal
The Hostile Force (parent, god, enemy, etc.) may come raging after the hero Chase scene!
Marks the decision to return to the Ordinary World
Hero realizes Special World must be left behind and there are still dangers, temptations, and tests ahead
Resurrection Hero must be reborn and
cleansed in one last Ordeal of death and Resurrection before returning to Ordinary World
Often a second life-and-death moment
“Final exam” for the hero Tested one more time to see
if he/she has really learned the lessons of the Supreme Ordeal
Reborn as a new being and is able to return to the ordinary life
Return with Elixir
Returns to the Ordinary World
Brings back some Elixir – Treasure or lesson from the Special World Useful knowledge or
experience Treasure won on the quest Love, freedom, or wisdom Knowledge that the Special
World exists