Ordinary World – Limited Awareness[]
- Prologue: Disorientation leads to suggestibility
- Should contrast sharply with, yet foreshadow, the special world
- Set an inner and outer problem for the character
- The hero enters, is introduced, audience identifies with them
- The hero lacks something, has a tragic flaw, or a deep wound
- Illustrate this with inability to perform a simple function
- Establish what’s at stake
- Exposition reveals backstory
- The theme is set
Call to Adventure – Increased Awareness[]
- An inciting incident occurs to get the story rolling
- It may be synchronicity, temptation etc
- A HERALD often makes the call
- The call often produces disorientation and discomfort for the hero
- The call is often a loss in the character’s life
- It may be simply the lack of any other options
- In tragedy, the call is often in the form of a dire warning
Refusal of the Call – Reluctance to Change[]
- Excuses are used to avoid the call
- Hesitation illustrates the formidability of the challenge ahead
- Persistent refusal leads to tragedy
- Willing vs reluctant heroes
- A THRESHOLD GUARDIAN may test the hero’s resolve
- Conflicting calls may be given, leading to difficult choices
Meeting the Mentor – Overcoming Reluctance[]
- A MENTOR is in the widest sense simply a “source of wisdom”
- They may not be personified, or may be incongruously so
- The mentor is often an evolved hero
- The mentor archetype assists the hero in overcoming their fear
Crossing the First Threshold – Committing to Change[]
- The first turning point
- A THRESHOLD GUARDIAN tests the hero's resolve
- An external event forces the hero to make a decision
- The decision leads to an internal commitment to the journey
- Their threat may be illusionary, the solution simply to push through
- Resistance creates change and strength, hence the guardian allows the hero to grow
- The guardian may be turned into an ally
- A physical or metaphorical crossing is made into the Special World of Act II
- The crossing is an irrevocable leap of faith, from which there’s no turning back
- The passage to the Special World may be exhausting, frustrating, disorientating
Tests, Allies, Enemies – Experimenting with First Change[]
- The first impression of the Special World should be in stark contrast to the Ordinary World
- The hero is tested with a series of obstacles, although not life-death as later
- A quest for information may lead to new friends or allies, a team may be forged
- Enemies may be made through encounters with SHADOWS or their servants
- A rival of the hero may emerge
- New Rules of the Special World must be learnt by hero and audience
- A ‘watering hole’ - bar - is a commonplace setting for these relationships to emerge
- A bar can involve music, danger, flirting, gambling
Approach the Inmost Cave – Preparing for Big Change[]
- Final preparations are made for the central ordeal of the adventure
- A series of dramatic complications further test the spirit
- In romance, approach involves courtship
- Obstacles and messages: beware illusions
- A THRESHOLD GUARDIAN may be passed by earning respect
- The challenges of the past inform the journey
- A second special world is entered
- Preparations are made
- Another threshold is crossed, possibly by emotional appeal to the guardian
- A figure representing the status quo presents a seemingly impossible test
- A shamanic territory is entered, on the border of life and death
- The stakes are upped, the audience is reminded the “clock is ticking”
- Archetypes in a group might be changed as reorganization occurs
- The hero or group “gets into the opponent’s mind”
- Breakthrough occurs into the inner cave, from which there is no exit
Ordeal – Attempting Big Change[]
- The central crisis, the hero “dies” so they can be reborn
- A witness to the hero's “death” can be effective
- Relief from the ordeal leads to the greatest elation on the other side
- The hero may not die, but rather cause or witness death
- The hero faces a demonised shadow, a reflection of their own darker side
- The villain/shadow may die, which should be extremely difficult
- Death of villain should switch Act III focus to moral/spiritual issues
- Villain may escape, to be encountered again at the Climax
- In romance, the death may be of the relationship, betrayal etc
- Or, the crisis may involve a sacred marriage – opposing energies are reconciled
- If the hero actually dies at this point (Pycho) – who is the next hero?
- The hero faces their greatest fear – an authority or family figure often
- This battle of youth vs age – possibility of atonement
- The ordeal signifies death of the ego, an apotheosis
Reward – Consequence of the Attempt[]
- A time of celebration, nostalgia, love scenes…beware the cliché!
- The hero takes possession of the treasure – perhaps becoming a TRICKSTER briefly
- The treasure may be the gift of new perception gained surviving the ordeal
- This new perception may create a moment of clarity, even clairvoyance
- The moment may be of great self-realization for the hero
- It may also be an epiphany for the hero’s companions
Road Back – Rededication to Change[]
- New doubts and fears are overcome, and the hero rededicates to the adventure
- Motivation may come from fear of retaliation
- Expendable minor characters may be killed
- The hero may run for their life – a chase – back to the ordinary world
- A sacrifice may be made in the chase, in order to stall the pursuer
- Variously, the hero may be pursued by admirers, or the villain may escape
- A setback, reversal of the hero's good fortune, tests the hero's resolve to finish
Resurrection – Final Attempt at Big Change[]
- The climax, where death is faced finally
- A new personality is needed for the hero to return to the Ordinary World
- It should reflect the best part of the old self and the lessons along the way
- One function of the resurrection is cleansing
- There is a decisive confrontation with the shadow – a ‘showdown’
- The stakes are at their highest – it’s not just the hero, it’s the ‘world’ at stake
- The climax should involve a choice that illustrates if the hero has really grown
- It may be a quiet climax, a gentle cresting of the wave of emotion
- Rolling climaxes may occur as plot and subplots climax
- An emotion climax may lead to a physical one, followed by catharsis
- Ideally, the story brings all levels to climax at the same moment
- Catharsis, purging, is the relief following the climax
- Catharsis is the logical climax of the character arc, the slow growth through the story
- Catharsis works best through the physical emotions of laughter and crying
- The hero may misstep at the last moment, before succeeding
- A false claimant may emerge, creating the need for the hero to provide proof
- Resurrection often calls for sacrifice, something given up for the greater good
- The hero should have incorporated elements of the archetypes they met on the way
- The change in the hero is outwardly manifested in their behaviour, attitude, actions
Return with the Elixir – Final Mastery of the Problem[]
- The denouement
- Completion of the circle
- Repetition of an image/phrase/metaphor from Act I, but with new meaning
- Completion of a task that was impossible at the beginning of the film
- Achievement of Perfection – weddings/new beginnings
- Open-ended form – new questions are posed, resonating after the film ends
- A return should unravel in a surprising manner
- Punishment should come in the form of poetic justice to the villain
- Likewise, the hero should be rewarded in proportion to their ordeal/sacrifice
- A cynical world view would inform the nature of rewards/punishment
- The hero must return with the elixir – a literal or metaphorical item of healing
- Love, change, responsibility, tragedy, sadder but wiser
- If the hero doesn’t return with the elixir, they are doomed to repeat the ordeal
- All subplots should be resolved
- Avoid both overly protracted and abrupt endings
- Focus on the central theme should remain to the last moment
- What is the ‘punctuation’ of the ending? Closed (.) or (!), or Open (…) or (?)
- One way or another, the ending must signal a sense of completion