X-Warning: mitvma.mit.edu: Host PACIFIC-CARRIER-ANNEX.MIT.EDU claimed to be MIT.EDU X-Sender: mbarker@ (Unverified) X-Mailer: QUALCOMM Windows Eudora Pro Version 4.0.1 Date: Thu, 10 Sep 1998 23:42:20 -0400 Reply-To: If I take the wings of the morning Sender: WRITERS From: If I take the wings of the morning Subject: [WRITERS] EXERCISE: The Hero's Journey (part 1) To: WRITERS@mitvma.mit.edu Just to provide a little bit of context, this is the first of a series of exercises that I plan to write focusing on The Writer's Journey by Christopher Vogler. If you are interested in other exercises that I have written in the past, please follow the web threads to my collection of exercises. If you're interested in the rest of this series...stay tuned to this list? [a peregrination? What if the pair only smile, or even frown? And is a nation composed of two sets of ivory choppers -- floating a la Cheshire cat or not -- a body politic or impolitic?] The Writer's Journey: Mythic Structure for Storytellers and Screenwriters by Christopher Vogler ISBN 0-941188-13-2 (P. vii) "What is a myth? For our purposes, a myth is not the untruth or fanciful exaggeration of popular expression. A myth... is a metaphor for a mystery beyond human comprehension. It is a comparison that helps us understand, by analogy,some aspect of our mysterious selves. A myth, in this way of thinking, is not an untruth but a way of reaching profound truth." (P. 3) "I invite you to join me on a Writer's Journey, a mission of discovery to explore and map the elusive borderlands between myth and modern storytelling. We will be guided by a simple idea: all stories consist of a few common structural elements found universally in myths, fairy tales, dreams, and movies..." [Woofie and the Search for the Golden Fleas? You think there's an epic tale from down under lurking in that scratching? Well, okay, I'll admit, there's a certain element of fantasy in Upper Swan, but will it travel?] Book One -- Mapping the Journey. The 12 steps of the journey, and the seven archetypes. Book Two -- The Stages of the Journey. (P. 17) "I'm retelling the hero myth in my own way, and you should feel free to do the same. Every storyteller bends the mythic pattern to his own purpose or the needs of her culture." (P. 16) The Writers Journey Act One Ordinary World Call to Adventure Refusal of the Call Meeting with the Mentor Crossing the First Threshold Act Two Tests, Allies, Enemies Approach to the Inmost Cave Supreme Ordeal Reward Act Three The Road Back Resurrection Return with Elixir (P. 17) "... In any good story the hero grows and changes, making a journey from one way of being to the next... It's these emotional journeys that hook an audience and make a story worth watching." [Would you mind putting a little bit more detail on those stepping stones? Are they slate or granite or crumbling cement?] (P. 19) 1. The Ordinary World "Most stories take the hero out of the ordinary, mundane world and into a Special World, new and alien..." "If you're going to show a fish out of his customary element, you first have to show him in that Ordinary World to create a vivid contrast with the strange new world he is about to enter." 2. 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." 3. Refusal of the Call (The Reluctant Hero) "This one is about fear. 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." 4. Mentor (The Wise Old Man Or Woman) "The function of mentors is to prepare the hero to face the unknown..." 5. Crossing the First Threshold "Now the hero finally commits to the adventure... He agrees to face the consequences of dealing with the problem or challenge posed in the call to adventure..." (P. 23) 6. 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." 7. Approach to the Inmost Cave "... when the hero enters that fearful place, he will cross the second major threshold. Heroes often pause at the gate to prepare, plan, and outwit the villain's guards. This is the phase of Approach." 8. The Supreme Ordeal "Here the fortunes of the hero hit bottom in a 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." (P. 26) "this is a critical moment in any story, an ordeal in which the hero must die or appear to die so that she can be born again..." 9. Reward (Seizing the Sword) "Having survived death, beaten the dragon, or slain the Minotaur, 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 a reconciliation with hostile forces." 10. The Road Back "... they hero begins to deal with the consequences of confronting the dark forces of the Supreme Ordeal." Often this result in a chase by the vengeful forces. 11. Resurrection Cleansing... one last shot by death and darkness. Note that this "unpeeling" may be repeated. 12. Return with the Elixir The elixir, treasure, or lesson that heals and changes life... (P. 30) "The Hero's Journey is a skeletal framework that should be fleshed out with the details and surprises of the individual story. The structure should not call attention to itself, nor should it be followed too precisely..." That's the overview, the quick sketch of the grand plan that Vogler provides in the first chapter of his book. In book two -- the main part of the book -- we will go through each step in detail. Admittedly, we don't have many details or much structure to work with yet. But let's consider some ways you might use what we have. First, take the 12 steps and make them yours. Maybe "The Ordinary world" sounds blah to you? What would make it memorable for you? Everyday Grey? Everything Boring under the Sun? Maybe add some verbs, a sprinkling of characterization, or the odd adverb? Whatever it is, redo the list so the names mean something to you. Next, take some movie, story, etc. and consider how these 12 steps apply. They may not be in exactly this order -- watch out for flash backs and such! But think about the steps...what kind of stones make up the pathway for you? Third, take one of the SUB:s here and look at it in terms of the 12 steps. Are they there? Are there missing pieces -- and how would it affect the story to put them in? Fourth, for those who may be concerned that this is all plot and no character, allow me to foreshadow a bit... hero, mentor, threshold guardian, herald, shapeshifter, shadow, and trickster are the main archetypes that we will be looking at. We will be looking carefully at the way that these archetypes interact along the hero's journey. I know that this is a lot of material and not so much exercise, and I apologize for that. However, I think it's important to have an overview of the hero's journey before we start looking at the details. do the bubbles tickle your nose, when you drink deep of the moonlight? tink