Amy Nicholson Amy Nicholson
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The Hero's Journey

14/12/2014

The Hero's journey:

The concept of The Hero's journey was introduced to us during a lecture on 20th Century performance.  The different stages of this journey and the personal call to arms of being the hero really appealed to our collaborative group project.   We studied ideas, phrases and images in relation to this journey and how we could apply this powerful literary tool to our dots and lines performance event.  

This Website had some great descriptions of the hero's journey useful as research:

http://www.thewritersjourney.com

The Hero's Journey Outline (taken from website above)

The Hero’s Journey is a pattern of narrative identified by the American scholar Joseph Campbell that appears in drama, storytelling, myth, religious ritual, and psychological development.  It describes the typical adventure of the archetype known as The Hero, the person who goes out and achieves great deeds on behalf of the group, tribe, or civilization.

Its stages are:

1.        THE ORDINARY WORLD.  The hero, uneasy, uncomfortable or unaware, is introduced sympathetically so the audience can identify with the situation or dilemma.  The hero is shown against a background of environment, heredity, and personal history.  Some kind of polarity in the hero’s life is pulling in different directions and causing stress.

2.        THE CALL TO ADVENTURE.  Something shakes up the situation, either from external pressures or from something rising up from deep within, so the hero must face the beginnings of change. 

3.        REFUSAL OF THE CALL.  The hero feels the fear of the unknown and tries to turn away from the adventure, however briefly.  Alternately, another character may express the uncertainty and danger ahead.

4.        MEETING WITH THE MENTOR.  The hero comes across a seasoned traveler of the worlds who gives him or her training, equipment, or advice that will help on the journey.  Or the hero reaches within to a source of courage and wisdom.

5.        CROSSING THE THRESHOLD.  At the end of Act One, the hero commits to leaving the Ordinary World and entering a new region or condition with unfamiliar rules and values. 

6.        TESTS, ALLIES AND ENEMIES.  The hero is tested and sorts out allegiances in the Special World.

7.        APPROACH.  The hero and newfound allies prepare for the major challenge in the Special world.

8.        THE ORDEAL.  Near the middle of the story, the hero enters a central space in the Special World and confronts death or faces his or her greatest fear.  Out of the moment of death comes a new life. 

9.        THE REWARD.  The hero takes possession of the treasure won by facing death.  There may be celebration, but there is also danger of losing the treasure again.

10.      THE ROAD BACK.  About three-fourths of the way through the story, the hero is driven to complete the adventure, leaving the Special World to be sure the treasure is brought home.  Often a chase scene signals the urgency and danger of the mission.

11.     THE RESURRECTION.  At the climax, the hero is severely tested once more on the threshold of home.  He or she is purified by a last sacrifice, another moment of death and rebirth, but on a higher and more complete level.  By the hero’s action, the polarities that were in conflict at the beginning are finally resolved.

12.       RETURN WITH THE ELIXIR.  The hero returns home or continues the journey, bearing some element of the treasure that has the power to transform the world as the hero has been transformed.


THE ARCHETYPE

ARCHETYPES are recurring patterns of human behavior, symbolized by standard types of characters in movies and stories.

HEROES

Central figures in stories.  Everyone is the hero of his or her own myth.

SHADOWS

Villains and enemies, perhaps the enemy within.  The dark side of the Force, the repressed possibilities of the hero, his or her potential for evil.  Can be other kinds of repression, such as repressed grief, anger, frustration or creativity that is dangerous if it doesn’t have an outlet.

MENTORS

The hero’s guide or guiding principles.  Yoda, Merlin, a great coach or teacher.

HERALD

One who brings the Call to Adventure.  Could be a person or an event.

THRESHOLD GUARDIANS

The forces that stand in the way at important turning points, including jealous enemies, professional gatekeepers, or your own fears and doubts.

SHAPESHIFTERS

In stories, creatures like vampires or werewolves who change shape.  In life, the shapeshifter represents change.  The way other people (or our perceptions of them) keep changing.  The opposite sex, the way people can be two-faced.

TRICKSTERS

Clowns and mischief-makers, Bugs Bunny and Daffy Duck, Richard Pryor and Eddie Murphy.  Our own mischievous subconscious, urging us to change.

ALLIES

Characters who help the hero through the change.  Sidekicks, buddies, girlfriends who advise the hero through the transitions of life.


Here are some notes from group discussions around this theme:

call to adventure -

documentation

setting objective/ a mission

stamping passport/ VISA

Mentors -

guardians

spirit animal daemon

shadow play becoming animal

shape shifters

shifting perceptions

ordeal-

mortality

challenge

overcoming

Resulting in a completion-

adding all pieces together

issuing something small visual to participant

leaving your mark

changing the journey/ changing the process

Technicians - facilitating and guiding

cards being issued at beginning, additional cards issued at each station? cards being punched or marked by technicians

Key words of 'a hero's journey' :

- call to adventure

- meeting a mentor 

- overcoming an obstacle 

collecting a Talisman

leaving an impact on the world

returning home 


MAKE A JOURNEY AND LEAVE YOUR MARK

process for the journey and leave your mark

something that is accumulated.

Journey - Start , middle , end

Start - Check in point , Greeting, Giving out a physical passport with a code - leaving a mark (call to adventure)

Floor projection - different patterns that correspond with the code on the card - Different journeys (PATTERN ON THE FLOOR IN TAPE THE WHOLE WAY?)

on the gallery? 

continuous - spelling out the hero's journey in morse code (obstacle)

Wall Projection -  shadow - element of human (meeting a mentor)

End - Finding a way to link the human element with the dots and lines (collecting a talisman / returning home


Please visit the collaborative project page, within the MA research section of my website for a full overview of this project.





Tags: Collaborative projectU1