Archetype: An organized pattern that crosses time and culture.
- An organized pattern means that something—characters or stories or rituals or symbols—is familiar due to its recurrence.
- That crosses culture and time means that people have understood this content throughout history and throughout the world.
Character "Masks"
- The roles that characters play in stories are not static (unchanging).
- One character can have the qualities of more than one archetype.
- This leads to the concept of Archetypal Character Masks - because characters can put on and take off the roles they play in stories (just as people can change the roles they play in life).
Hero:
- The Hero gives the audience a window into the story.
- We see the action through the hero’s eyes. As an audience, we identify with the hero.
- The hero must have a flaw that s/he confronts throughout his/her quest.
- The hero cannot start out as perfect.
- It is the flaw that leads him/her to learn the lesson s/he needs to learn.
- Hero must sacrifice something.
Herald:
- Brings conflict
- Announces the coming of significant change.
- Provides motivation, offers the hero a challenge - to get the story rolling.
Mentor:
- Teacher and guide
- does not take the journey with hero; comes and goes throughout story.
- Gives a gift (tangible or intangible) that helps hero later in story
- The mentor does not appear with the hero at the climax of the story because the hero must face that challenge alone.
Shadow:
- Exploits the Hero’s flaw.
- Challenges the Hero and provides a worthy opponent.
- Not synonymous with “villain,” though these are often the same character.
Shapeshifter:
- Character who changes from the Hero’s perspective.
- Sometimes not sure what side they are on.
- Brings doubt and suspense – changes mood of a story.
- Often deceives and/or betrays Hero.
- Often changes appearance. (think Disney movies)
Threshold Guardian:
- Tests the commitment of the Hero.
- Temporarily blocks forward progress of the Hero.
- Hero gains something valuable from TG after encounter.
- Can be a friend, enemy, character, or object.
Trickster:
- Relieves tension.
- Cuts big egos down to size, brings the hero and audience down to earth.
- Can provide comic relief, though does not need to be funny.
- Is often mischievous.
Hero's Journey:
1. The Ordinary World
· where story starts
· problem in world
· problem in hero (flaw)
2. The Call to Change
· hero is presented with a problem to solve
· hero sets goal—can’t stay in ordinary world as he/she was
3. The Threshold/Commitment to Change
· hero commits to adventure at this point
· overcomes fears and hesitation to do so
4. The Unknown World/Challenges, Allies, Enemies
· a new, physical world (literal)or a new direction in life (metaphoric)
· hero meets challenges along way; sometimes fails because of flaw
· allies help hero along way
· enemies hurt/impede hero along the way
5. Into the Abyss/Danger Zone
· greatest challenge thus far
· hero does it on his/her own
· hero may die, physically, mentally, emotionally
· audience feels let down after this point
6. Transformation and Revelation
· hero conquers fear, starts to overcome flaw
· a part of hero “dies” so he or she can move forward
· hero is renewed
7. Atonement/Rebirth
· Hero wins or loses here
· hero is now “at one” with new self
8. The Return
· hero goes back to share with his own community
· shares something physical (a ballpark, a sword, a trophy, e.g.)or something abstract (knowledge, a better relationship)
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