Monday, October 13, 2008

Notes you need...

As advertised in class, I will include notes on archetypes and the Hero's Journey. All students are expected to have these notes in his/her own notebook, though it never hurts to have these available elsewhere.




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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