12 Stages of the Archetypal Story Pattern
1. Ordinary World
2. Call to Adventure
3. Refusal of the Call
4. Meeting with the
5. Crossing the 1st Threshold
6. Tests, Allies and Enemies
7. Approach to the Inmost Cave
8. Ordeal – the Darkest Moment
9. a Reward
10. Trials along the Road Back
11. the Resurrection after a Last
12. Return
with the Elixir
10 Archetypal Characters
1. Hero
2. Ally/Helper/Foil
3. Confidante/Friend
4. Shadow
Villain
5. Mentor/Elder/Crone
6. Shapeshifter
7. Trickster
8. Love
Interest
9. Herald/Messenger
10. Threshold
Guardian
ASP Explanation
1. Ordinary World
– Present the world before the problem begins.
6. Tests / Allies / Enemies
Tests – that prove the protagonist worthy to face major challenge
@ New Allies—who help the main character face and overcome an encounter with. . .
!New Enemies
Mythic Story Structure / More Info
You may have studied classic story structure
(exposition, rising action, falling action, climax [aka Freytag's Pyramid, which most closely resembles the 3-Act and 4-Act Methods) and complex story structure
(exposition with narrative hook and conflict, complications with zenith and
nadir, climax and resolution). We also have Shakespearean structure
(introduction, complications, crisis, reversal, and climax/resolution).
“All stories consist of a few common structural elements found universally in myths, fairy tales, dreams, and movies.” [1]
These common structural elements together comprise an archetypal pattern.
Archetype – typical of an original model or pattern from which succeeding representations are copied.
The Ordinary World (a contrast to the strange new world to
be entered)
The Call to Adventure (the problem or challenge to be
undertaken)
Refusal of the Call (the reluctant hero realizes the danger
and is not fully committed to the journey).
Some other influence – a change
in circumstances, a further offense against the natural order of things, or the
encouragement of a mentor – is
required to get past this turning point of fear.
Meeting with the
Crossing the First Threshold (commitment to the
adventure). The hero, having overcome the first fear of the
unknown, has decided to confront the problem and take action.
Tests, Allies & Enemies (develop character). Sometimes merely simple events; sometimes the events reveal special aspects
of the hero’s character.
Approach to the
The Ordeal (where the hero’s fortunes hit bottom in a direct
confrontations with his greatest fear).
The hero faces the possibility of death and is brought to the brink in a
battle with a hostile force. It is
“black moment” of suspense and tension, in which the audience wonders if he
will live or die. Even
in a romantic comedy, the death faced by the hero may be simply the temporary
death of the relationship.
A critical moment in any story, an Ordeal in which the hero
must die or appear to die so that s/he may be re-born. Like an initiate in an ancient ritual, the
hero faces death in order to be re-born with new qualities.
Reward >Seizing the Sword< (where the hero takes possession of the treasure s/he has sought). The reward can be a sword, a special elixir, a token like the Holy Grail, knowledge and experience, or any other “key to the kingdom”. By surviving the Ordeal, only now is the hero truly a “hero” worthy of surviving the supreme risk on behalf of the community.
- In a romantic comedy, this is when the hero is reconciled with the beloved.
The Road Back (but the hero’s not out of the woods yet, for
the consequences of confronting the dark forces of the Ordeal may come raging
back). The hero may be pursued
by the vengeful forces disturbed when the Sword was Seized. This stage also marks the
decision to return to the Ordinary World.
The hero realizes the Special World must be left behind, and there are
still dangers, temptations, and tests ahead.
Resurrection (a second life-and-death moment, almost a replay of the Ordeal as death and
darkness get in one last desperate shot before the final defeat. The hero who has ventured to the land of the dead must be
reborn and purified before returning to the Ordinary World of the living. The hero’s new insights,
discovered on the journey, are revealed more fully, proving s/he has been
reborn.
Return with the Elixir (the treasure, token, lesson, or
healing knowledge that the hero has gained during the journey. Sometimes
it may be love, freedom, wisdom, or the knowledge that the Special World exists
and can be survived. Sometimes it’s just
coming home with a good story to tell. Unless
something is brought back from the Ordeal in the
Archetypes
are ancient patterns of personality that are the shared heritage of the human
race, according to Jung.[3] In story analysis, they are indispensable for
understanding the purpose/function of characters. They are not stereotypes but more like masks
that characters can assume and switch at will.
The archetypes can also be representative of the different facets of one
personality, just as the story elements can be a journey into the soul rather
than an outward, physical journey.
Seven of the most useful are detailed – the other three need no
explanation (love interest, ally/helper/foil, and friend/confidante) -- but many more include crone, hunter, the Good
Mother, the wicked stepmother, the fairy godmother, the iron Prince, the Prince
of Gold, the Greedy Innkeeper. Reading
fairy tales will introduce you to a variety of them. Even modern stories play on these
archetypes: good cop/bad cop, arrogant
WestPoint lieutenant, eager reporter,
etc.
The Hero (from the Greek, meaning “to protect and to serve”)
is willing to sacrifice his own needs on behalf of others. He provides the window to the story and has
universal drives that everyone can understand and which propel the story
forward (ACTION). The story provides a
means of GROWTH as the hero overcomes obstacles and achieves goal. The hero also has the quality of SACRIFICE
and will show us how to DEAL WITH DEATH through risking his life. Heroes also have FLAWS, which sometimes is
the missing piece that must be repaired before the hero can be restored to
wholeness.
An ANTI-HERO is a special kind of hero. In the view of society, s/he may be an outlaw
or villain (think Robin Hood). S/he is
wounded and rejected, usually a loner but especially a rebel, thumbing his nose
at society.
The TRAGIC HERO never fully overcomes his flaws. They are his doom.
MENTOR = the wise elder, who teaches, provides gifts,
motivates and “plants seeds”, and serves as the hero’s conscience (like Jiminy
Cricket) until the hero earns one.
Mentors can be DARK, decoys that lure into danger; FALLEN, facing a
crisis of faith and needing redemption just as the hero does; MULTIPLE, many people teaching different
skills; SHAMAN, the medicine man who understands mysteries; and COMIC, leading
the hero into quasi-disaster.
THRESHOLD GUARDIAN = an obstacle on the road to adventure,
placed to keep the unworthy from entering.
They may present a menacing face to the hero but can be
overcome/defeated and sometimes converted into an ally. TESTERS, they are not villains or antagonists
but can be lieutenants or guards to the
HERALD or Messenger =
issues challenges and announces the coming of significant change. They provide motivation and get the story
rolling. The herald can be positive,
negative or neutral. The
SHAPESHIFTERs = hardest to grasp, by nature elusive,
constantly changing in the hero’s perspective.
They can mislead and their loyalty is often in question. Inherently positive AND negative, they can
assume many disguises throughout the story.
Rather than try to kill the hero, they may only dazzle and confuse the
hero. Sometimes the hero must become a
Shapeshifter to escape a trap or get past a Threshold Guardian. Villains or their allies can become
shapeshifters. Shapeshifting is also a
natural attribute of Mentors and Tricksters.
SHADOW = represents the energy of the dark side, the
unexpressed, the unrealized or rejected aspects, the suppressed monsters of the
inner world. The negative face of the
Shadow is projected onto VILLAINS, antagonists or enemies. The positive face shelters qualities that are
in hiding or that we have rejected for some reason, potential unexplored
and latent. The Shadow offers challenge to the hero and
provides a worthy opponent. The Shadow
can be ver y similar to the hero, representing what the hero might become if
s/he does not control her/his negative traits.
TRICKSTER = the energies of mischief and desire for
change. It cuts egos down to size,
usually through comic relief. He provokes
healthy laughter. He can be a servant or
ally of the Hero or Shadow or an independent agent with his own skewed
agenda. Most tricksters of mythology
work through trickery and deceit.
TRICKSTER HERO = quick-thinking hero who outwits danger
through his cleverness. Sometimes they
like to stir up trouble for trouble’s sake.
They can be catalyst characters, who change the lives of others without
changing much themselves.
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