Tuesday, January 22, 2013

The Hero's Journey

THE ORDINARY WORLD: Most stories take the hero out of the ordinary, mundane world and into a Special World, new and alien. You have to first show her in that Ordinary World to create a vivid contrast with the strange new world he is about to enter 

THE CALL TO ADVENTURE: The hero is presented with a problem, challenge, or adventure to undertake. Once presented with a Call to Adventure, she can no longer remain indefinitely in the comfort of the Ordinary World 

REFUSAL OF THE CALL (THE RELUCTANT HERO): Often at this point, the hero balks at the threshold of adventure, Refusing the Call or expressing reluctance. After all, she is facing the greatest of all fears, terror of the unknown 

MENTOR (THE WISE OLD MAN OR WOMAN): By this time, many stories will have introduced a Merlin-like character who is the hero’s Mentor. The function of Mentors is to prepare the hero to face the unknown. They may give advice, guidance or magical equipment 

CROSSING THE FIRST THRESHOLD: Now the hero finally commits to the adventure and fully enters the Special World of the story for the first time by Crossing the First Threshold. This is the moment when the story takes off and the adventure really gets going 

TESTS, ALLIES, AND ENEMIES: Once across the First Threshold, the hero naturally encounters new challenges and Tests, makes Allies and Enemies, and begins to learn the rules of the Special World 

APPROACH TO THE INMOST CAVE: The hero comes at last to the edge of a dangerous place where the object of the quest is hidden. Often is it the headquarters of the hero’s greatest enemy, the most dangerous spot in the Special World, the Inmost Cave. Heroes often pause at the gate to prepare, plan, and outwit the villain’s guards. This is the phase of Approach 

THE ORDEAL: Here the fortunes of the hero hit bottom in direct confrontation with his greatest fear. He faces the possibility of death and is brought to the brink in a battle with a hostile force. The Ordeal is a “black moment” for the audience, as we are held in suspense and tension, not knowing if he will live or die 

REWARD (SEIZING THE SWORD): Having survived death, beaten the dragon, etc, hero and audience have cause to celebrate. The hero now takes possession of the treasure she has come seeking, her Reward. It might be a special weapon like a magic sword, or a token like the Grail or some elixir which can heal the wounded land. Sometimes, the “sword” is knowledge and experience that leads to greater understanding and reconciliation with hostile forces 

THE ROAD BACK: The hero’s not out of the woods yet. The hero begins to deal with the consequences of confronting the dark forces of the Ordeal. Some of the best chase scenes spring up at this point as the hero is pursued on The Road Back by the vengeful forces she has disturbed by seizing the reward 

RESURRECTION: This is often a second life-and-death moment, almost a replay of the death and rebirth of the Ordeal. Death and darkness get in one last, desperate shot before being finally defeated 

RETURN WITH THE ELIXIR: The hero Returns to the Ordinary World but the journey is meaningless unless she brings back some Elixir, treasure, or lesson from the Special World 


HOMEWORK (Download and print the file): 

1. Map out the pivotal scenes in Star Wars: A New Hope (Episode IV) that match up with the Hero's Journey

2. How does the plot in your own novel match up with the Hero's Journey? Are sections missing? If so, why? (Remember, the Hero's Journey is just one of many plot devices--albeit a commonly seen and successful one.)

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