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The 12 Stages of the Hero's Journey

The 12 Stages of the Hero's Journey. The Heroic Tradition in Narrative Fiction. The 12 Stages of the Hero's Journey. Ordinary World: The hero's normal world before the story begins. Call to Adventure: The hero is presented with a problem, challenge or adventure.

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The 12 Stages of the Hero's Journey

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  1. The 12 Stages of the Hero's Journey The Heroic Tradition in Narrative Fiction

  2. The 12 Stages of the Hero's Journey Ordinary World: The hero's normal world before the story begins. Call to Adventure: The hero is presented with a problem, challenge or adventure. Refusal of the Call: The hero refuses the challenge or journey, usually because he's scared Meeting with the Mentor: The hero meets a mentor to gain advice or training for the adventure Crossing the First Threshold: The hero crosses leaves the ordinary world and goes into the special world Tests, Allies, Enemies: The hero faces tests, meets allies, confronts enemies, and learns the rules of the Special World. Approach: The hero has hit setbacks during tests & may need to try a new idea. Ordeal: The biggest life or death crisis. Reward: The hero has survived death, overcomes his fear and now earns the reward. The Road Back: The hero must return to the Ordinary World. Resurrection Hero: Another test where the hero faces death – he has to use everything he's learned. Return with Elixir: The hero returns from the journey with the “elixir”, and uses it to help everyone in the Ordinary World.

  3. Ordinary World • The hero's normal world before the story begins. • Gives the hero a context. • The hero is often of humble origins, but can also be noble, or even of noble birth but raised in poverty.

  4. Call to Adventure • The hero is presented with a problem, challenge or adventure. • Not to be confused with ordinary hardship or adversity. • Not the same as the hero’s dreams or aspirations. • Can often take the form of a prophecy or bizarre encounter with the supernatural.

  5. Refusal of the Call • The hero refuses the challenge or journey, often because he's scared. • The hero can also refuse because he believes he is inadequate (poor, ignorant, weak, young). • The hero will sometimes refuse because he believes he has better things to do. • The hero occasionally disbelieves the messenger or the message is intercepted.

  6. Meeting with the Mentor • The hero meets a mentor, a guide or teacher, in order to gain advice or training for the adventure. • Sometimes the mentor is a famous teacher, wizard, or warrior. • Sometimes the mentor is a revelation – not what he appeared to be. • The mentor must often convince the hero that he needs training before he can fulfill his quest.

  7. Crossing the First Threshold • The hero crosses leaves the ordinary world and goes into the special world. • The hero usually makes this first step into the unknown in the company of the mentor.

  8. Tests, Allies, Enemies • The hero faces tests, meets allies, confronts enemies, and learns the rules of the Special World. • The mentor, or guides assigned to teach the hero, take on the responsibility of his education and care. • The hero occasionally cannot tell friend from foe. • The hero does not always know when he is being tested.

  9. Change of Approach • The hero has hit setbacks during tests and may need to try a new idea. • The hero may fail or be denied. • An ally may prove traitor. • A conflict with the original mission may arise.

  10. Ordeal • The biggest life or death crisis. • Can involve several dangerous quests that lead to a final showdown.

  11. Reward • The hero has survived death, overcomes his fear and now earns the reward. • The reward is often secondary to the hero’s larger goal. • Sometimes the hero no longer desires the reward originally offered and asks for another.

  12. The Road Back • The hero must return to the Ordinary World. • The hero is often unrecognizable upon his return. • At other times, the hero is disbelieved upon his return.

  13. Resurrection Hero • Another test where the hero faces death – he has to use everything he's learned. • There are times when the hero has to descend into the “Underworld” to accomplish his mission. • Sometimes it is an ally that “brings back” the hero.

  14. Return with Elixir • The hero returns from the journey with the “elixir” and uses it to help everyone in the Ordinary World. • The “elixir” is not always a literal cure, but a force for positive change in the Ordinary World.

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