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Journaling Warm-up

Journaling Warm-up. On a piece of lined paper…Write a “story” about a time that you grew as a person (no not like that, the time you realized you were 5’6 and then were 5’7) tell about a time you discovered something transformative about yourself or the world around you. .

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Journaling Warm-up

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  1. Journaling Warm-up • On a piece of lined paper…Write a “story” about a time that you grew as a person (no not like that, the time you realized you were 5’6 and then were 5’7) tell about a time you discovered something transformative about yourself or the world around you.

  2. Vocabulary “Archetype…” • A pattern or symbol that is repeated in cultures through mythology and stories. • A pattern from which copies are made. • These patterns and symbols appear regardless of time or place. • “Archetypes are symbols/ patterns imprinted on the human brain.” • Carl Jung (1875-1961), founding father of psychology

  3. Examples of Archetypes… Archetypes tend to fall into 2 different categories. Situational patterns: • The quest/task/journey. • The loss of innocence. • Tales of redemption. Characters: • The hero • The mentor • The shrew

  4. “Once you figure out quests, the rest is easy.” -Thomas C. Foster The Quest… Read: How to Read… (1-2)

  5. “Every Trip’s a quest…except when it’s not.” The Quest is a narrative structure/pattern. The most basic quest consists of: • A quester • A place to go • A stated reason to go • This will generally if not always be a external goal: defeat a villain, escape an evil or danger, get a bottle of milk… • Challenges and trials en route • The real reason to go • This reason is generally a mission of self-discovery and internal goal/change and will rarely be foreseen at the beginning of the trip. (Theme of a quest)

  6. When a Quest Begins, Also Look For… Mentors both… • True: • teachers who will lead the hero to his self discovery. • False: • Guides who seem wise, but lead the hero astray. These Guides do not need to be “evil.”

  7. (Honors) Some things to note… These elements interact to cause certain things to happen in a quest… • Because the end of a quest is self discovery, the quester is generally: • Young (Old people either already know themselves or never will) • Innocent (Meaning lacking knowledge) • Sometimes the quest starts when the character is young and does not conclude until much later. (Oedipus)

  8. Is every trip a quest??? Sometimes an author just needs to get a character from here to there. Not every trip is a quest; however, when ever a character ties her shoes or puts on his jacket and heads out the door, start looking for the pattern of a quest. Rule: Assume every trip is a quest until it is proven that it is not.

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