FTU HTML: Hero's journey (Older version)

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4 years, 17 days ago
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Gattoleone
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NOT UPDATING ANYMORE - GET THE CODE HERE



Goal: what does the Hero want/get out of the adventure? Is this story about an initiation, a return, or a vocation?

Ordinary World

(show meaning)
After a possible prologue, there's the starting point, where the Hero exists, faces their everyday life and the audience gets to know them and empathize with them. This may be a fulfilling setting, however this may be destined to change and it might show through with inner or external problems that have to be solved, or foreshadowing; or the Hero may already face difficulties and want to change. We get to know what they will have to fight for, what is at stake, what defects might interfere with their journey, and what tone is the narration going to have.
Write about your own Ordinary World here.

Call to Adventure

(show meaning)
The story is starting: something does change, the balance is broken, and it's clear the Hero has an adventure, an inner journey or anyway a task to fulfill in front of them. This change might be prompted by a new information, self-reflection, an actual danger, someone/thing going missing, need... and it's rarely accepted right away.
Write about your own Call to Adventure here.

Refusal

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The hero refuses the call out of fear, making up excuses, trying to avoid responsibilities, or trying to focus on a different need; when they do not refuse the call, someone/thing else does and tries to make them think better about the dangers and hardships they're going to face.
Write about your own Refusal here.

Meeting with the Mentor

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The Hero prepares for their adventure with the help of someone/thing, usually a source of knowledge and wisdom (wise old people, books, the memory of their past experiences). This may actually be helpful, or cause conflict between the Hero and the source of knowledge (ex. a Mentor being overprotective instead of pushing the Hero to go forwards) or even a misdirection (the Hero might end up serving the bad guys or reinforce their own defects).
Write about your own Meeting with the Mentor here.

Crossing the First Threshold

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The Hero is finally about to be brave and leave their Ordinary World to enter the Special one, where danger will increase: they're now sure about their choice and every second thought has been overcome, or maybe they're just being forced to leave. They will likely meet a Threshold Guardian now, as a natural part of their training: an obstacle has to be overcome, turned into something useful, acknowledged or ignored. The Hero commits to an act of faith going in the unknown, knowing there is no turning back now. They may or may not land in a comfortable way after all.
Write about your own Crossing the First Threshold here.

Tests, Allies, Enemies

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The Hero is now in the Special World, which often feels and works very differently: they now have to overcome their disorientation, adjust to this new setting, its rules, values and rhythms through a series of tests, obstacles, and new meetings. They will likely be in danger more than once, falling into traps the Shadow has set up for them, but none of those tests will be as dangerous as the one that will come later in this Second Act. They will likely reach a "watering hole", or better a place where they can meet new people (bars, pubs, saloons, concerts...), access to useful information and make new relationships: allies, sidekicks, a new team, rivals; any of those might follow one or more archetypes. We'll learn more about them all and their interactions.
Write about your own Tests, Allies, Enemies here.

Approach to Inmost Cave

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The Hero has adjusted to the Special World, and now approaches to its core, its most dangerous place. They'll probably face another difficult test, meet other Threshold Guardians, see another in-Special World Special World posing a seemingly impossible quest, have to rearrange their team and plans, explore the zone a little to enter the Shadow's mind, present as the great hero who has already faced a good deal of obstacles but not be taken seriously, either take a pause for some reflection/bonding (romantic stuff is often seen, or a warning that will make them realize they're about to face serious business and/or enter death territory) or be bold and just face danger, and prepare for their Ordeal. It's now clear the stake has been raised, complications might occur at this stage, and every ally and lesson learnt along the way should be put into fruition.
Write about your own Approach to Inmost Cave here.

Ordeal

(show meaning)
This is not the climax of the story but the crisis. The Hero now faces the lowest point ever, the greatest test and the greatest rival, usually the Shadow themself (whether the Shadow is a demonization or their own story's Hero, whether they're killed, defeated or run away), and they face figurative or literal death: they apparently die but miraculously show up again, they risk their own death, a close character does, they cause someone else's death, they are shocked, their identity is at least temporarily disrupted and changed forever (or they argue with their parents, try to break free from the status quo of an older generation, or face the lowest point in their career, romantic relationship, journey to recovery or trying to figure themself out, or rarely they actually die and someone else becomes the protagonist). The person we knew up until this point stops existing, as their new self reaches an apotheosis: they focus on their best part, sometimes this part also shifts to being a group of people if they're part of one or are saving one. The fact they've experienced death, often sacrificing themselves for other people's sake, makes them more aware and their life feels truer, and that's valid for whomever has witnessed them going through that danger (and that's supposed to be true for the audience too, adrenaline rush followed by joy of seeing the Hero has survived and all). Sometimes they survive and become stronger because of a strong affective bond. The fact they've overcome the Ordeal and beaten death makes them rightfully gain their Hero status.
Write about your own Ordeal here.

Reward - Seizing of the Sword

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The Hero, probably fully deserving of some slack, meets the consequences of having survived death in the Ordeal and hopefully enjoys them. They may celebrate, have a meal while relaxing and bonding with their allies around a fireplace, think about the past, be recognized as the Hero they are, receive a rightful prize; in any case, now they've got what they were searching for in the first place (or they stole it/got it by force if going through the Ordeal was not enough). As an Hero, they now are seen as more special than the others, and they might actually be: they might have gained new abilities, such as being wiser, more clever, being self-aware, having a clearer moment where they find out they've been tricked, actually have superpowers such as clairvoyance or telepathy. They or those around them might have a sudden epiphany. Or maybe they might just not have recognized their Ordeal as what it's actually been, underestimate the effects it had on them, or become egotistical and abusive if death and evil have contaminated them.
Write about your own Reward here.

The road back

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Once the new lessons have been learnt and celebrated, the Hero has to choose between staying in the Special World or going back to the Ordinary World: they almost never stay, either because they do want to go back, someone reminds them of why they've started the adventure in the first place, a threat arises, or the Shadow or an ally of theirs is back to cause more trouble. New obstacles arise to test their will to go back and what they've learnt, since their reward has to persist through their daily life: this is the ideal place for a chase scene, a magical intervention to help the Hero in getting back, sudden misfortune to happen and make the Hero believe that everything is lost, sometimes meet enthusiastic fans or follow the Shadow as they break free again.
Write about your own Road Back here.

Resurrection

(show meaning)
This is the climax of the story, another point of death and resurrection where the Hero purificates and proves they've truly changed, that the gradual development they've experienced is here to stay. This final test is often the most dangerous ever, because the stake is the highest: not only the Hero risks everything, but often many others might succumb because of the Shadow (up to the entire multiverse) in this showdown; sometimes the risk is not that high, the test may actually be just a difficult choice, so the climax might be a calm one where all conflicts are resolved in a peaceful and happy way; sometimes there's more than one climax one after the other for every level of themself the Hero has improved, or one for every subplot. They have to reflect on everything they've learnt from every step of their journey, achieved to survive and successfully bring their new knowledge over the Ordinary World without losing its meaning, fusing the best parts of their old self and their new self, leaving the worst parts of both behind. They must be ready to sacrifice their life, some prized possession, a close person or such during the test, whether or not others will recognize everything the Hero has done. Sometimes the Hero actually dies to save the others, and only resurrects as part of the memories of the survivours; sometimes a false pretender tries to take credit for the Hero's achievements and has to be defeated to prove they're lying; sometimes they make a misstep and fail this test, showing they haven't actually learnt the lesson, are back at the starting point and might need to start another adventure all over to develop. This is also the point that usually brings the greatest catharsis both for the Hero and the audience.
Write about your own Resurrection here.

Return with Elixir

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The Hero finally comes back home, or goes on with their journey, bringing what they've gained with them: a material prize (a treasure, an actual elixir, a great career), a spiritual one (knowledge, love, recognition), a greater awareness (being happy with oneself, being more responsible); something personal, or something they can share with their community. Material treasures often become worthless, to show inner ones are more valuable; that's what allows "just a dream" stories to be a valuable journey as well. Proportionate prizes and punishments are given to Hero and Shadow (if they're alive, or else others will learn from their story). The Hero is going to start a new life, following or adapting what they now know, or else everything they've done is useless if nothing has been learnt and achieved: a valuable lesson can also be recognizing they've mistaken and being sure they won't repeat the same error again. Everything has been fixed or put into place, even leaving possible hints the story is not over (works both with circular structures, so ones ending with a "." or a "!", and open ones leaving some interpretation up to the audience, so ones ending with a "?" or a "..."), unless the ending is a cynical or just unexpected one that subverts every expectation gracefully. The epilogue and/or credits roll.
Write about your own Return with Elixir here.

ROLES/ARCHETYPES

Hero (show meaning)

The protagonist(s): the one who changes the most, does the most things, and the one the audience should empathize with. They may be an Antihero as well, if they are a misfit and/or they don't develop positively during the adventure (while other Heroes also don't develop, but change the World around them for the better); and they may cover other roles as well, either for themself or someone else (ex. become a Shapeshifter to trick someone, or be a Mentor for their own pupils).

Mentor (show meaning)

Whatever figure/person/thing teaches something to the Hero and protects them, makes sure they're ready to start the adventure, or gives them material or spiritual gifts and clues that will help them during the adventure. They can be negative as well, thus be an example of what the Hero should not be or do. They can be Mentors all the time, or have other roles as well (often, they're Threshold Guardians for a certain time, or become Shadows. An Hero and their experiences can also be their own Mentor).

Threshold Guardian (show meaning)

An obstacle (person, thing, symbolic, inner) that tries to prevent the Hero from starting their adventure and entering the Special World: the Hero has to prove themself worthy, skilled and strong-willed enough by defeating them. By doing so, the Hero incorporates them (either pretending to be like them, learning something from them or the test, or even turning them into an ally).

Herald (show meaning)

A person/thing/element/feeling that brings in a new information, and thus the Call that will disrupt the balance: the Hero will respond by eventually starting their adventure. When a character, they can be on any side (good guys, neutral guys, bad guys), and have other roles (often Mentor or Shadow themself).

Shapeshifter (show meaning)

An enigmatic character who changes (even more than once) from the Hero's point of view: their goals might be unclear, just as their loyalty towards the Hero, and they often trick, betray, seduce, give help at unexpected times. They represent change, often are love interests, but often will end up showing a true side or giving true information instead of other lies. Heroes can be Shapeshifters too if they deceive someone, and Shapeshifters often are Tricksters or Shadows too.

Shadow (show meaning)

The biggest fear/problem/repressed side of the Hero, and the symbol of their subconscious: they are what might lead the Hero to their death or failure, either a big bad guy or the inner conflict the Hero must face and fight in order to grow as a person. If they are a character, they can also be a Shapeshifter, Messenger, Mentor or Trickster, and they can be just as heroic as the Hero themself - just convinced their side is the right one.

Trickster (show meaning)

The character who brings in the funnies, interrupts the seriousness of the situation by providing comedic relief and challenges society, its status quo and the ego of other characters; they often change others while staying themself. A Hero can be a Trickster themself.

Other characters
original code by ronnie, edited by Gattoleone, theory picked from Christopher Vogler's book The Writer's Journey: Mythic Structure for Writers