Assignment: I will use the videos and links below to introduce my computer animation students this week to the story telling structure of the Hero's Journey.
Once you have a basic understanding of the Hero's Quest, get into small groups of 3 or 4 students. Take turns telling the other members of your group a story about something that happened to you in which you faced a challenge or solved a seemingly insurmountable problem.
Pick an incident from your life where you faced a difficult challenge, suffered a heartbreak or loss, made a mistake, want a second chance or learned a life lesson. Create a fictional story loosely based on your experiences, starring a character loosely based on you. The story must include at least 3 setbacks where your audience believes all hope may be lost.
Together with your group, create an outline for each person's story that retells it in the format of the 'Hero's Journey'. You are free to change the setting, plot, challenge you faced and characters in order to transform your personal stories into myths, fairy tales or epic quests. You may even employ magic or create monsters or imaginary beings. Magic may also be used to make the hero's life more difficult. You may rename the hero but their character should still be based on you. You should still retain something of your own personal journey in the story.
This outline is going to form the basis of the plot of an animated adventure (that you will write) so it is up to you to balance personal experience with fiction. Some cartoonists prefer to write more realistic, believable stories and that of course is fine too. The story need not be long or complex.
You may only end up animating a small portion of your saga this school year. Read the character tropes further down in this post to see if you can fit any of the players in your story into these mythical roles.
The following text is copied and pasted from the website TV Tropes. Here is the link to the site with the complete text: https://tvtropes.org/pmwiki/pmwiki.php/Main/TheHerosJourney
The Hero's Journey is an archetypal story pattern, common in ancient myths as well as modern day adventures.
The concept of the Hero's Journey was described by mythologist Joseph Campbell in his book The Hero with a Thousand Faces and refined by Christopher Vogler in his book The Writer's Journey.
It can be boiled down to three stages:
- Departure: the Hero leaves the familiar world behind.
- Initiation: the Hero learns to navigate the unfamiliar world of adventure.
- Return: the Hero returns to the familiar world.
More elaborate taxonomies usually include the following stages, not all of which need be present:
- Miraculous or unusual circumstances around the Hero's conception or birth. Bonus points if there was a prophecy. Less common in modern stories, which tend to emphasize the role of personal choice in defining a hero, although there may still be a Prophecy Twist involved.
- Begins in the ordinary world of the Hero's hometown, often in one of two flavors:
- The Good Kingdom, for a story in which the Hero must save the world from impending doom, and
- The Wasteland, for a story in which the Hero must restore their world.
- Suburbia can be either, depending on where the story falls on the Sliding Scale of Idealism vs. Cynicism.
- The Hero may be dissatisfied with the ordinary and express a desire for adventure. In musicals this can be expressed through an "I Want" Song.
- The Herald brings a Call to Adventure. The Hero learns that they must leave the known world behind and travel into the land of adventure.
- The Hero must then decide how to answer the Call:
- Refusal of the Call: More common in classic stories. The Call will often try again because The Call Knows Where You Live. Can't Stay Normal and Resigned to the Call are special cases of call refusal.
- Jumped at the Call, sometimes even in the face of Adventure Rebuff: More common in modern stories. The modern subversion of this is when the hero is Resigned to the Call. They accept it, but only because they feel it would be pointless to resist, and not because they're particularly happy about the thought of adventure. If the hero finds himself abducted by destiny before even knowing what the Call is or even that they were addressed, then they may be a Cosmic Plaything. Resigning oneself to fate becomes easier in these situations. Just like its enthusiastic counterpart, this version of the narrative is more common in modern tales than classic ones.
- Frequently, the first step on the Journey is receiving some kind of magical talisman or other Supernatural Aid
- Crossing the First Threshold: The Hero must make a conscious, willing decision to embark on the adventure and leave the known world behind. This is the First Threshold. The Hero may have to defeat Threshold Guardians, who are not necessarily adversarial but do test the Hero's resolve. Down the Rabbit Hole is a special case for young heroines embarking on supernatural adventures.
- The Land of Adventure: the Hero enters a strange, dreamlike realm, where logic is topsy-turvy and the "rules" are markedly different from the ordinary world. Carl Jung identified the Ordinary Realm with the conscious mind, and the Realm of Adventure with the subconscious mind.
- One may meet their Hero Partners here and rescue a Damsel in Distress.
- The Spiritual Death and Rebirth represents a symbolic death for the Hero: the Hero is defeated and killed, their flesh scattered, ready to be reborn and emerge as a new person. If you think the symbolic death ought to come later, don't worry: The Writer's Journey omits this step altogether in favor of a Resurrection step just before the end.
- Part of this step involves the Hero Losing the Guide.
- Road of Trials: the path out of the Belly of the Whale. Usually the meat of the story; The Writer's Journey calls it Tests, Allies, Enemies, while Booker goes into detail on different types of tests (deadly terrain, monsters, temptations, deadly opposites, and a journey to the underworld). Stops along the way might include:
- The Shape shifter: someone you don't trust but nonetheless need for their capabilities or knowledge.
- The Goddess
- The Temptress
- Atonement With the Father: George Lucas loved this step. Oedipus probably didn't. Variants include a final showdown with an Arch nemesis Dad (sometimes still ending in atonement if Death Equals Redemption) and Calling the Old Man Out
- At least one "Leave Your Quest" Test, usually after meeting the Goddess or Temptress.
- Night Sea Voyage: the Hero must sneak into the Big Bad's Elaborate Underground Base and retrieve something or someone. Campbell noted that these Stealth Runs were usually at night and often involved water; hence the name.
- Link's initial attempt at rescuing Aryll from the Forsaken Fortress in The Legend of Zelda: The Wind Waker is a near-perfect example of one of these.
- Perhaps the best known example is the infiltration of the Death Star by Luke Skywalker to rescue Princess Leia.
- Time out just before the big battle: the Heroes gather around a campfire and prepare for the battle, tell stories, confess their feelings, etc. It reminds them of what's at stake, and serves as a breather after all the action of the Road of Trials.
- Apotheosis / Fight against the Big Bad / Ultimate Boon (These are typically very closely related, often intertwined.)
- Apotheosis: The Hero comes to view the world in a new and radically different way, either because of a critical breakthrough they've made or some crucial information they've uncovered. If it is something to do with themself then this is a good time for an I Am Who?.
- The Hero confronts the Big Bad: Typically this plays out in a David vs. Goliath fashion. They are usually called upon to sacrifice themself, or something or someone important to them. A Friend or Idol Decision is a common scenario. Note that asked is the key word here—it's usually enough that the Hero be willing to sacrifice something without actually having to do it. Someone else will sacrifice themself in the Hero's stead, or the Hero will prove to have outwitted the Big Bad somehow (so that the apparent sacrifice isn't really a sacrifice), or it was all a Secret Test of Character, or…
- The Ultimate Boon: getting the reward the hero's been chasing all this time, often but not always a MacGuffin.
- The Final Temptation is often involved in one or more of these three events: A hero originally motivated by a self-serving goal may receive their Ultimate Boon with the option to take it and run before saving the day. A hero on a Homeward Journey may find a way home, but turn back after their Apotheosis makes them realize their work isn't done. Another may be offered the Ultimate Boon or a tempting substitute by the Big Bad…in exchange for stepping aside. Still another may find that the Ultimate Boon is exactly the sacrifice they are required to make to defeat the Big Bad.
- Refusal of the Return: At this point in the story, the Hero has mastered the strange world they were thrust into. They probably have earned a permanent place here, if they want it. They may even want to stay, but usually there are forces at work that propel them home.
- The Return: Also called the Magic Flight; the Hero now has the boon and high-tails it away, with the villain and/or their forces in hot pursuit, the two parties locked in a battle of wits and magic (especially shapeshifting) during the chase. (See the Celtic story of Taliesin's escape from Cerridwen for a textbook example of this.) The Hero's escape may not require actual magic, but will require all of the new skills they've learned and new allies they've made. Or alternately they could realize the Awful Truth that they can't return home because sometimes Failure Is the Only Option…
- Crossing the Return Threshold. Sometimes a fight against the forces of the Muggle world, which the Hero wins thanks to help from their Muggle allies. This is where the Post-Climax Confrontation happens, as the remaining antagonistic forces have followed the Hero beyond the threshold and attacked them at a time when the plot should be wrapping up. In the absence of any action, it may be a Boring Return Journey instead, a chance for the Hero to reflect on what they've gained and experienced throughout their journey.
- Freedom to Live: The Hero grants the boon to their people.
- Celebration
The following text is copied from the website TV tropes. Here is the link to the site with the complete text: https://tvtropes.org/pmwiki/pmwiki.php/Literature/TheSevenBasicPlots
Christopher Booker's The Seven Basic Plots
Overcoming the Monster
Hero learns of a great evil threatening the land, and sets out to destroy it.
Rags to Riches
Surrounded by dark forces who suppress and ridicule him, the Hero slowly blossoms into a mature figure who ultimately gets riches, a kingdom, and the perfect mate.
The Quest
Hero learns of a great MacGuffin that he desperately wants or needs to find, and sets out to find it, often with companions. The video below does a great job explaining what a MacGuffin is:
Voyage and Return
Hero heads off into a magic land with crazy rules, ultimately triumphs over the madness and returns home far more mature than when he set out.
Comedy
Hero and Heroine are destined to get together, but a dark force is preventing them from doing so; the story conspires to make the dark force repent, and suddenly the Hero and Heroine are free to get together. This is part of a cascade of effects that shows everyone for who they really are, and allows two or more other relationships to correctly form.
Tragedy
The flip side of the Overcoming the Monster plot. Our protagonist character is the Villain, but we get to watch him slowly spiral down into darkness before he's finally defeated, freeing the land from his evil influence.
Rebirth
As with the Tragedy plot, but our protagonist manages to realize his error before it's too late, and does a Heel–Face Turn to avoid inevitable defeat.
I found the very helpful images below on this blog post: https://musingsandbooks.wordpress.com/2015/04/02/archetype-adventure-a-guide-to-archetypes-in-literature/amp/
The information below comes from this website: https://tvtropes.org/pmwiki/pmwiki.php/Main/ArchetypalCharacter
Some lit-theories classify archetypes by the role/purpose the character inhabits for the story. These classes are: Protagonist, Antagonist, Reason, Emotion, Sidekick, Skeptic, Guardian, and Contagonist.
Read the character tropes below to see if you can fit any of the players in your story into these mythical roles:
Tropes
- All-Loving Hero
- The Antagonist
- Anthropomorphic Personification
- Anti-Hero
- Archmage
- Audience Surrogate
- Barefoot Sage
- Big Fun
- Blind Seer
- Blue-Collar Warlock
- Bruiser with a Soft Center
- The Champion
- A Chat with Satan
- The Chosen One
- The Chooser of The One
- Classic Villain
- Commander Contrarian
- The Conscience
- The Corrupter
- The Cynic
- The Dragonslayer
- The Drunken Sailor
- Dumb Muscle
- Eccentric Mentor
- Enigmatic Empowering Entity
- Evil Overlord
- The Fair Folk
- Father Neptune
- The Ferryman
- The Fool
- Fool for Love
- Genki Girl
- Gentle Giant
- The Good King
- Granny Classic
- The Grotesque
- Herald
- The Hero
- Heroic Archetype
- Heroic Wannabe
- The High Queen
- Higher Self
- Hunter of Monsters
- Ideal Hero
- The Idealist
- Ineffectual Loner
- Keet
- The Kirk
- The Klutz
- Knight in Shining Armor
- Lady and Knight
- Loser Archetype
- Lovable Rogue
- Magical Barefooter
- Mary Sue
- The McCoy
- Mentor Archetype
- Messianic Archetype
- Mixed Archetypes
- Mock Millionaire
- Modern Major General
- My Girl Back Home
- Obstructive Bureaucrat
- Oedipus Complex
- Old Soldier
- The Orphan Assassin
- The Paladin
- The Paragon
- The Patriarch
- Person of Mass Destruction
- The Pollyanna
- Powers That Be
- Prince Charming
- Princess Classic
- The Protagonist
- A Protagonist Shall Lead Them (a.k.a. Leader Archetype)
- Rebel Leader
- Rebellious Spirit
- Reluctant Monster
- Satanic Archetype
- Seeker Archetype
- Shadow Archetype
- Shapeshifter
- Sidekick
- The Sociopath
- The Spock
- Star-Crossed Lovers
- The Storyteller
- Switching anti hero/hero
- Threshold Guardians
- Turn Coat
- The Trickster
- Visitor/foreigner
- Wicked Stepmother
- Wicked Witch/Witch Classic
- Wizard Classic
- Wolf Man
- World's Best Warrior
- World's Most Beautiful Woman
- World's Strongest Man
When you are done outlining your story, create a storyboard of your adventure, using the blank comic book pages below.
Draw your storyboard illustrating the adventure using the format of the ‘Heroes Quest’. Remember, storyboards need not be very detailed. You can use simple gesture drawings to depict each scene. Include at least one or two frames for every step in the hero's journey.
A word about composition
An artist at Marvel, Wally Wood, once created this guide to keep his comic book panels from getting boring. It was soon hanging above every cartoonists desk. It is known as Wally Wood's 22 Panels that always work and is still widely respected and followed throughout the cartooning industry.
A few years ago, I found this live action film version of the guide posted on You Tube.
Would using any of these panels help you to tell your story more effectively?
Will Eisner was another giant from the golden age of comic books. Below are the guidelines he published for effective compositions.
Keep these guidelines in mind when composing your story boards. Cartooning and animation is the art of visual storytelling. How can you best communicate your ideas to the audience simply, without words?
Print out the storyboard template below and draw the key shots of your story. Before you start take a look at some storyboard portfolios by professional artists;
...and Here
Recommended Reference Books:
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