Saturday, April 27, 2019

Hero's Journey Simplified

Once upon a time, I wrote a plot for an RPG maker game. I used the Monomyth / Hero's Journey structure and it was fantastic; pun intended. My problem with the structure is that the words chosen for the parts are not self-explanatory because they were written by a smart guy from another time period, so I re-wrote them and am now providing my own simplified version of Campbell's explanation of the Monomyth.


DEPARTURE
The departure is basically the introduction of the story. We have exposition and an inciting incident.

1a. Call to Adventure
The protagonist is given something to do somehow.

1b. Refusal?

This part is optional, but sometimes a hero can't or won't begin their own adventure. Got shit to do here, son! Maybe you can join the Jedi School for Extraordinary Witches and Wizards next year.

2. Mentor

There's usually someone who helps the hero get started, like a teacher. Think of the wise old man trope. It could even be some asshole they just met who says one inspiring sentence. NOTE: Mentors are optional.

3. Beginning the Quest
The hero actually starts their quest and is committed to it.

NOTE: 2 and 3 can be in reversed order.

4. Fish Out of Water
The hero is in a new setting or role that is completely new to them and they have so much to learn!

INITIATION
This is the Rising Action and Climax part of the story.


5-8. Tests and Challenges (x3)
The hero is tested. Some tests are failed (mandatory)! People fail, dammit! If your character doesn't fail at anything, you wrote a boring character! I numbered this one as 5-8 because there's a rule about trials that come in threes. Three is a good number. Humans like the number three.

9. Meeting with an Extraordinary Benefactor

The hero needs stuff to help them on their journey! They can't get everything on their own! Sometimes, they get really great stuff and sometimes it comes from an a person in a high place, like a king or a god or something.

10.Overcoming Distractions
Your hero has distractions, doubts, temptations or weaknesses that might make them quit their adventure when the end is in sight. This is when they confront those weaknesses and overcome them.

11. Final Boss/Ultimate Confrontation

This is the climax. Yes, already.

12. The Hero Grows Up

The hero has to change over the course of the story. The character who started out as an annoying amateur has finally completed their maturement into a cool saint or a badass something or another. This comes from learning something really important about life and growing the fuck up. Sometimes, there's one big lesson that brings it all together, and the hero has an epiphany.

Pro Tip: In most stories I can think of, Step 12 comes before Step 11. The hero has to level up to win, right? But Sometimes, the hero has an existential crisis now that the villain/other major problem is longer around to give them purpose.

11a or 12a. Reward for Achieving the Main Goal

Sometimes the reward for beating the bad guy is to beat the bad guy. Sometimes it's to get money though. This step is about what is gained or lost as a result of winning or losing the fight. When something is lost, the hero is left with the silver lining.

RETURN

This is the falling action and the Resolution or Denouement. It's a list of all the things to consider when ending your story.

13a. Refusal or Failure to Return?
Does the protagonist have doubts about going back to their old life or starting a new life?


13b. Dangerous Return
Sometimes, there's one last obstacle to get back home. For example, now that you've slain Dracula, his castle starts counting down before self-desctucting.

/13c. Returned by Helper

Sometimes, the hero has a conflict after the end which requires help from someone else. I can't think of any examples, but this is probably where the sub-plot would pay off.

14a. What Now?
What do you do after slaying god? What does a soldier do once they return to civilian life? What do you do after winning the lottery? This is something you may have to sort out.

14b. Self-Mastery
This is a step that you use to reinforce that your hero is in his final form.


14c. Peace of Mind Achieved
There are no happily ever afters, but your hero will not fear what comes next in life.

Not every step and order is mandatory.

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