Thursday, December 04, 2008

Tutorial: Creative Writing: Classic Quest Structure

  1. Hero in ordinary world – shows the hero in their ordinary life.
  2. Call to adventure – hero is presented with a problem and the stakes are set.
  3. Refusal of the call – hero is fearful and not committed. A further offence or a change in circumstances or a mentor is needed to propel hero into action.
  4. Meeting with a Mentor – a mentor arrives to help prepare the hero for the coming ordeal.
  5. Cross the FIRST threshold – the interface between the known and unknown worlds. Meets threshold guardians and the hero commits.
  6. Tests, allies and enemies – hero encounters new challenges and tests, makes allies and enemies, and learns the rules of the special world.
  7. Approach and Crossing the SECOND threshold – hero comes to the edge of a dangerous place where the object of the quest is hidden. Hero often pauses to plan and outwit the villan’s guards.
  8. Supreme ordeal – hero faces greatest fear and possibility of death
  9. Reward or Seizing the Sword – hero takes possession of the treasure, or the achievement of the goal. Hero at one with new self.
  10. The road back – dark forces can pursue hero and the prize
  11. Resurrection – hero is reborn and “purified” after another life and death moment with pursuing forces.
  12. Returning with the Elixir/Boon – hero discovers the gift. i.e. wiser, richer, enlightened, and can contribute to society. However, things may not run smoothly and society may reject the hero’s knowledge.

Act 1 – Setup
Act 2 – Obstacles overcome
Act 3 – Resolution

No comments:

Post a Comment