Showing posts with label Joseph Campbell. Show all posts
Showing posts with label Joseph Campbell. Show all posts

Friday, April 17

Part 8 of 8: CHANGE The World


This is the last post in my Dan Harmon series. To read the series from the beginning head on over to the first post: Dan Harmon on Story Structure. I’ve placed an index at the bottom of the page.

Onward! Our protagonist is almost the master of two worlds. They have conquered the Special World of the Adventure and now they must complete the circle and bring that knowledge, that expertise (the prize) back to their community in the Ordinary World. 

Part 8 - Master of Both Worlds


Dan Harmon writes: “the protagonist, on whatever scale, is now a world-altering ninja. They have been to the strange place, they have adapted to it, they have discovered true power and now they are back where they started, forever changed and forever capable of creating change. In a love story, they are able to love. In a Kung Fu story, they're able to Kung all of the Fu. In a slasher film, they can now slash the slasher.” (Story Structure 104: The Juicy Details)

The Climactic Showdown


This is what the story has been building up to, the confrontation, the showdown, between the protagonist and antagonist. What occurs here will determine whether the protagonist achieves his goal or fails miserably. Dan Harmon writes:

“In an action film, you're guaranteed a showdown here. In a courtroom drama, here comes the disruptive, sky-punching cross examination that leaves the murderer in a tearful confession.”

Christopher Vogler echoes this when he writes that, “the showdown is a distinct dramatic form with its own rules and conventions. (The Writer’s Journey)” Vogler goes on to enumerate some of these for a Western, but more general guidelines are given by Jim Butcher in his excellent article, Climaxes

Jim Butcher on Climaxes


When I sketched the outline for this post I didn’t intend to talk about Jim Butcher’s take on the structure of story climaxes—I was just going to include a link to his article—but it’s too good NOT to discuss.

JB writes that the climax has much the same structure as a sequel: Isolation, Confrontation, Dark Moment, Choice, Dramatic Reversal and, of course, Resolution. The climax begins just as the Great Swampy Middle Ends. I’m not going to explain these terms, if they aren’t familiar, head on over to Jim Butcher’s Livejournal account. I’ve gone into this in great and gory detail here: Jim Butcher On How To Write A Suspenseful Story Climax.

Mirroring: Completion


When the protagonist comes back to the ordinary world they often find their way back to the same bit of terra firma where the protagonist stood as he or she experienced a significant story transition—like, say, a cataclysmic setback. 

Mirroring can also be done with the use of sayings, some sort of tag line—or even a repeated behavior. Whatever is used, a familiar location or a character tag, now’s the time to put a twist on it. Now it has come to mean something else, something more.

Christopher Vogler writes:

“The most popular story design seems to be the circular or closed form, in which the narrative returns to its starting point. In this structure you might bring the hero literally full circle back to the location or world where she started. Perhaps the Return is circular in a visual or metaphoric way, with a replay of an initial image, or the repetition of a line of dialogue or situation from Act One. This is one way of tying up loose ends and making a story feel complete. The image or phrases may have acquired a new meaning now that the hero has completed the journey. The original statement of the theme may be re-evaluated at the Return. Many musical compositions return to an initial theme to rephrase it at the ending.” (The Writer’s Journey)

As Dan Harmon points out, “John McClane, who at step (1) was afraid of flying, now [in Part 7] wraps a fire hose around his waist and leaps off an exploding building, then shoots a giant window so he can kick through it with his bloody feet. / Strangely enough, he will soon [Part 8] find himself back in the same room where the Christmas party was being held.”

And so we’re brought full circle.

The Prize


Have you noticed that, often, the protagonist will receive something in Part 4—this could be an actual physical object or even just a realization, perhaps a profound one, about life and their place in it—and it is this very thing which will enable the protagonist to succeed in the final confrontation? Dan Harmon writes:

“One really neat trick is to remind the audience that the reason the protagonist is capable of such behavior is because of what happened down below. When in doubt, look at the opposite side of the circle. Surprise, surprise, the opposite of (8) is (4), the road of trials, where the hero was getting his shit together. Remember that zippo the bum gave him? It blocked the bullet! It's hack, but it's hack because it's worked a thousand times. Grab it, deconstruct it, create your own version. You didn't seem to have a problem with that formula when the stuttering guy (4) recited a perfect monologue (8) in Shakespeare in Love. It's all the same. [...] Why is this not Deus Ex Machina? Because we earned it (4)” (Story Structure 104)

And that’s it! I’ll close by mirroring something I said at the beginning of this series. If your story works, leave it alone! But if you feel there’s something the matter with it but you can’t figure out what, then it might be an idea to examine your story in the context of the hero’s journey. Bottom line: The hero’s journey is a tool. You can use it or not, but it’s a good thing to have in your toolbox. Just in case. 

Talk to you again next week, good writing!

Thursday, April 16

Part 7: RETURN - Bringing The Prize Home


Today I continue my series on Dan Harmon’s Story Structure. The first article in the series is here. Unless otherwise noted, all quotations are from Dan Harmon’s article, Story Structure 104: The Juicy Details.

7. RETURN - Bringing It Home


To review: Our protagonist (YOU) had a NEED that drove (GO) her into the Special World of the Adventure. While adapting to the strangeness of the Special World she SEARCHed for what would fill her need. When she found it (FIND), she TOOK it and RETURNED to the Ordinary World where she can now, transformed as she is, CHANGE the world.

Today we will be looking at the protagonist’s journey, or flight, from the Special World of the Adventure back into the Ordinary World.

The Flight From The Special World


Dan Harmon writes:

“For some characters, this [the journey back] is as easy as hugging the scarecrow goodbye and waking up. For others, this is where the extraction team finally shows up and pulls them out—what Campbell calls "Rescue from Without." In an anecdote about having to change a flat tire in the rain, this could be the character getting back into his car.

“For others, not so easy, which is why Campbell also talks about ‘The Magic Flight.’”

It doesn’t have to take up a lot of space on the page, it doesn’t have to be death-defying (though it could be!), but at some point around 75% of the way through a story the protagonist begins her return to the community, the world, they left behind in Part 3.

The Pursuit


But, as we’ve seen before, nothing comes without a price. The protagonist had to give up something, strip herself of the inessentials, before the meeting with the goddess in Part 5. Further, the knowledge acquired in Part 5 necessitated, in Part 6, that the last of the scales fall from the protagonist’s eyes and she endure the pain and ecstasy of seeing the story world for what it was. Or, to change metaphors, it necessitated reading within the world the deep truth of the story. But this was the last straw, the last little bit of pain/change needed to complete the protagonist’s transformation.

It comes, then, as no surprise that the protagonist’s exit from the Special World likely won’t be easy. Dan Harmon writes:

“The denizens of the deep can't have people sauntering out of the basement any more than the people upstairs wanted you going down there in the first place. The natives of the conscious and unconscious worlds justify their actions however they want, but in the grand scheme, their goal is to keep the two worlds separate, which includes keeping people from seeing one and living to tell about it.” (Story Structure 104)

As such, this part of a story is generally active. By this time many protagonists have become comfortable in the Special World so it will take an active push from something in the underworld to get the protagonist to leave. Christopher Vogler writes:

“This is a time when the story’s energy, which my have ebbed a little in the quiet moments of Seizing the Sword [TAKE], is now revved up again. If we look at the Hero’s Journey as a circle with the beginning at the top, we are still down in the basement and it will take some push to get us back up into the light.” (The Writer’s Journey)

For example, Dan Harmon writes that ...

“This is a great place for a car chase. Or, in a love story, having realized what's important, the hero bursts out of his apartment onto the sidewalk. His lover's airplane leaves for Antartica in TEN MINUTES! John McClane, who at step (1) was afraid of flying, now wraps a fire hose around his waist and leaps off an exploding building, then shoots a giant window so he can kick through it with his bloody feet.”

Mirroring


One of the things I like most about Dan Harmon’s treatment of story structure are the all too infrequent asides he makes about mirroring, about the way one part of the story mirrors or builds upon another. 

In Part 1 storytellers introduce something the protagonist is frightened of, something that is a definite weakness. For instance, in Edge of Tomorrow (spoiler alert) the protagonist, Cage, is a coward. He would do anything, absolutely anything, rather than fight. So, of course, he spends the entire movie fighting! Around the midpoint he becomes a seasoned fighter. But he has a special gift, a special ability, that gives him an edge. Acquiring that special ability marks his entry into the Special World of the Adventure and losing it marks his exit. 

Not every protagonist has as clear cut a flaw as Cage, a flaw that drives forward the action of the story. Indiana Jones, for instance, has flaws aplenty but they don’t drive the story forward, at least, not in the same fashion. Of course, as Dan Harmon mentions, it doesn’t have to be quite that clear cut. In Die Hard we learn early on that John MacClane is afraid of flying and then, in the RETURN portion of the movie, he overcomes that fear—or at least learns to master it—with dramatic effect.

That’s it! That’s it for today and it’s almost it for the series. Next time I’ll discuss the last step in the protagonist’s heroic transformation. Tell then, good reading and writing.

Tuesday, March 19

Chuck Wendig On Story Structure, Part 2

Chuck Wendig On Story Structure, Part 2
What follows is based on Chuck Wendig's fabulous post (adult language warning): 25 Things You Should Know About Story Structure.

This is part two of a mini-series, here's a link to Part 1: Chuck Wendig On Story Structure.


The Microcosm Mirrors The Macrocosm


Chuck Wendig writes:
Whatever structure you give to a story is also a structure you can give to an individual act. In this way, each act is like a story within a story with its own ups and downs and conflicts and resolutions.
An example of this is how--in stories at least--things tend to come in threes.

The Magic Of Three


Chuck Wendig writes:
[Omne Trium Perfectum is] Latin for ... “Every set of three is complete.” Even if you ignore all other structural components, this is a good one to keep an eye on — the Rule of Threes suggests that all aspects of your story should have at least three beats. Anything that has any value or importance should be touched on three times and, further, evolve a little bit each time. Every character arc, every act, every scene, every setting, every motif or theme, needs you the storyteller to call it back at least three times.
Further:
You could argue that all stories fall into three acts — and, in filmmaking, if they don’t fall that way they’re damn well pushed. Act One is the Set-Up (first 25%), Act Two is the Confrontation (next 50%), Act Three is the Resolution (final 25%). It’s an imperfect description and damn sure not the only description, and in the grand scheme of things you could, if you chose, distill it down to beginning, middle, and end.

Arcs


Like stories, arcs have three parts, a beginning, middle and end. Chuck writes that "a story comprises a number of smaller and larger arcs". Anything can have an arc, not just stories and characters. For example, "[c]haracters, themes, events, settings ..." can all have arcs.

Your main character's arc--from desire/motivation, getting a goal, encountering obstacles, encountering more obstacles, attaining her goal (or failing to)--lasts for the entire story. Heck, it is the story. But all the main characters can, and should, have their own arc. Many antagonists even have arcs (for more on this read How To Build A Villain, By Jim Butcher).

Chuck writes:
Some [arcs] fill a whole story, some are just little belt loops popping up here and there. Some arcs begin where others end. Many overlap, rubbing elbows or shoulders .... Television is a great place to study arcs (and if I may suggest a show: Justified, on FX). Comic books, too.

Well, that's it! I thought it would take me three posts to get through the material in 25 Things You Should Know About Story Structure, but it only took two. Yesterday I wrote about the monomyth and story structure and, of course, I'll be revisiting points Chuck Wendig touched on such as Freytag's Pyramid, the 7 act structure, and Vladimir Propp's 31 structural steps explicating "the narrative nature of folk-tales (Russian folk-tales in particular)".

Hope you have a great writing day!

By the way, the first chapter of Chuck Wendig's new book, Gods & Monsters: Unclean Spirits, is up over at io9.

What are you working on right now? Are you writing a first draft or editing one?

Other articles you might like:

- A Chance To Meet Stephen King And Help Mark Twain House
- Hugh Howey's 3 Rules For Writing
- Short Story Structures: Several Ways Of Structuring Short Fiction

Photo credit: "els pets:al seient del costat" by visualpanic under Creative Commons Attribution 2.0.

Monday, March 11

Writing And The Monomyth, Part Three

Writing And The Monomyth, Part Three

9. The Reward


As I mentioned in Part 2 of Writing And The Monomyth, the basic structure of the monomyth is that of a quest. The hero wants something and he wants it so much he gives up his ordinary life and goes in search of it. Everything, all the trials and tribulations the hero and his companions endure, have led to this point: the reward. Christopher Vogler writes:
With the crisis of the Ordeal passed, heroes now experience the consequences of surviving death. With the dragon that dwelt in the Inmost Cave slain or vanquished, they seize the sword of victory and lay claim to their Reward. (Stage Nine: Reward)
This is a time for celebration, even if it only lasts for a moment. It is an important milestone. 

A note on pacing


When I first read The Writer's Journey it puzzled me that the hero gets his reward about 65% of the way through the second act. I had always thought the hero would get his reward after the climax which generally comes 90 to 99% of the way through the story. For example, Blake Snyder and Michael Hauge's systems are like this.

I'll have more to say about this in another post.


10. The Road Back


Christopher Vogler condenses five of Joseph Campbell's stages (Refusal of the Return, The Magic Flight, Rescue from Within, Crossing the Threshold and Return) into one: The Road Back.

For those keeping track of the act structure, this takes us from Act Two into Act Three. The hero returns from the special world of the adventure grasping the elixir of life.  Vogler writes:
Often heroes are motivated to hit The Road Back when the forces they have defied in the Ordeal now rally and strike back at them. If the elixir was stolen from the central forces rather than given freely, there may be dangerous repercussions.

Setbacks/Complications and higher stakes


The hero often suffers setbacks on the road home. Perhaps his mentor dies, or perhaps he has failed the ordeal, he may temporarily turn from his quest and need to talk to someone to get him back on track, just like what happened at the beginning when he received a call to adventure.

The hero often encounters tests again, but things have escalated. When the hero first came into the special world he was playing for much lower stakes, he was practicing, getting accustomed to his new surroundings, making friends and probably a few enemies. Yes, it was potentially lethal practise, but practise nevertheless.

The hero and his band are no longer playing war games, they're going to war. People that were the hero's enemy become his allies--perhaps his grouchy, unwilling allies, but allies nevertheless. People he thought were his friends betray him.


11. Resurrection


This is where the climax occurs. The hero goes head-to-head against the antagonistic force, whatever that is, and either wins or fails. Christopher Vogler writes:
At the simplest level, the Resurrection may just be a hero facing death one last time in an ordeal, battle, or showdown. It's often the final, decisive confrontation with the villain or Shadow.

But the difference between this and previous meetings with death is that the danger is usually on the broadest scale of the entire story. The threat is not just to the hero, but to the whole world. In other words, the stakes are at their highest.
Now the villain doesn't just threaten the hero's life and the life of his companions, now he threatens the lives of the hero's family back home, the lives of his entire tribe.

Major setback/Dark night of the soul/All is lost


Often, before the Climax, there will be an all is lost moment where the hero's grand plan for bringing down the villain unravels, his powers are ripped from him and he is plopped in a dark slimy pit of despair. But the hero will find a way out and there will be a showdown between him and the villain/antagonist. Whether the hero wins or loses is up to you and the kind of story you want to write.


12. Return With The Elixir


Christopher Vogler writes:
The most popular story design seems to be the circular or closed form, in which the narrative returns to its starting point. In this structure you might bring the hero literally full circle back to the location or world where she started. Perhaps the Return is circular in a visual or metaphoric way, with a replay of an initial image, or the repetition of a line of dialogue or situation from Act One. This is one way of tying up loose ends and making a story feel complete. The image or phases may have acquired a new meaning now that the hero has completed the journey.The original statement of the theme may be re-evaluated at the Return. Many musical compositions return to an initial theme to rephrase it at the ending.

Aftermath/Denouement


Show how the hero's life has been changed as well as the lives of his allies. For instance, in Erin Brockovich, at the end of the movie she has her own office and receives a huge, life changing, bonus for her work.

#  #  # 

There is SO much more that can be said about the stages of the monomyth, and I do plan to return to this soon. I'm working on an outline that incorporates the various systems (Blake Snyder, Michael Hauge, Christopher Vogler, etc.) into one. Or at least that's the goal!

Do you use the monomyth to help structure your writing?

Other articles you might like:

- Writers Beware of Authariam
- Chuck Wendig's Editing Plan: Edit A Novel In Four Months
- Chuck Wendig's Flash Fiction Challenge: Choose Your Random Sentence

Photo credit: "She Was Completely Transparent With Me" by Randy Son Of Robert under Creative Commons Attribution 2.0.

Friday, March 1

Writing And The Monomyth, Part Two


Writing And The Monomyth Continued


Yesterday I began writing about what Joseph Campbell called the monomyth (see Writing And The Monomyth), although I drew more from Christopher Vogler's version of the myth than Campbell's.

Today I want to pick up where I left off and examine the final seven or so steps. (update: I only made it to the midpoint, so I'll attempt to finish off tomorrow.)


6. Tests, Allies and Enemies


The hero has just crossed the threshold from the ordinary world and has landed, probably with a few bumps and bruises, in the special world. In a screenplay this plot point would also mark the beginning of the second act. 

Blake Snyder in Save The Cat! make the point that the Special World should be as different as possible from the Ordinary World (for instance, The Wizard of Oz, Star Wars, Miss Congeniality). If the Ordinary World is the thesis then the Special World is the Antithesis.

Something BIG needs to happen to propel the hero (because I'm talking about the monomyth it feels natural to talk about heroes and villains rather than protagonists and antagonists) from the Ordinary World into the Special World.

The hero must enter the Special World of the adventure willingly, he can't be tricked or abducted, it must be an intentional act.

B Story


Blake Snyder makes the point that this is also the place where we start the "B Story", a subplot that, in some way, is the antithesis, the opposite, of the "A Story", the main plot. In Legally Blond this is where Elle Woods (played by Reese Witherspoon) meets Paulette (played by Jennifer Coolidge) in the beauty shop. Paulette--big and showy--stands in stark contrast to Elle's other, more reserved, friends.

The B Story is often a love story, one that echos the theme.

Fun and Games


As our hero meets some of the people in the special world and gains a few allies, makes a few enemies, we can relax a little. We can have a bit of fun as we get to know our new friends and become adapted to the strange new world

If there is a 'feel good' part of the story, it comes out here.


7. Approach to the Inmost Cave


We have almost reached the middle of the story. The hero must now become serious and prepare for the ordeal ahead of him. If your hero has a love interest there's time for one last love scene before facing the ordeal awaiting him. This is a good way, too, of making the stakes clear.

In preparation for the ordeal, the hero might try to 'think like the antagonist', to get inside his mind.

However your hero does it, he's going to have to prepare for the ordeal. Even if he is blindsided by the danger he needs to make a conscious decision that he will confront the antagonistic force, whatever it is.

At this point perhaps the hero reorganizes his party, perhaps he makes alliances with his enemies. As he gets closer to the ordeal the pressure builds and the mettle of his traveling companions--as well as his own--will be tested.

As the hero approaches the inmost cave he is beset with obstacles. Common obstacles are illusions--perhaps illusions created by threshold guardians--ominous warnings, impossible tests (I always think of the Kobayashi Maru in this context!), and so forth.


8. The Ordeal


We have reached the middle of the story and are in the midst of Act Two. The hero will confront the antagonistic force working against him and either appear to win big or lose big. Neither of these, though, will be a complete victory/defeat.

Michael Hauge calls this "the point of no return". The hero is now completely committed, there is no going back to the Ordinary World except by finishing the journey.

For instance, in The Firm at the midpoint Mitch McDeere is given a choice: go into witness protection and live in fear of being killed by the mob or spend the rest of his life in prison. Whatever happens his life has been irrevocably changed.

What needs to happen at the midpoint:


- A false peek (it all seems to go right for the hero) or a false collapse (everything seems to go wrong).

- The stakes are raised. The midpoint needs to change the whole dynamic of the story. Fun and games are over, now things become much more serious, much more intense.

The midpoint is a place of transformation, of death and resurrection.  Either here at The Midpoint or, later, on The Road Back, there is often a death, either a literal one--for instance, the hero's mentor dies--or a symbolic one. Someone could tell a story about death or, this is Blake Snyder's suggestion, show a dead flower. But there should be a hint of death, a reminder of the price the hero has had to pay for his victory.

#  #  #

Well! It seems, once again, I've underestimated how many words this would take to explain. I'm going to leave off at the midpoint--it seemed appropriate--and I'll pick up this discussion again tomorrow.

Can you think of a movie, a movie you liked, that does not follow the structure of the monomyth?

Other articles you might like:

- How To Communicate Setting: Establishing Shots
- Exposing The Bestseller: Money Can Buy Fame
- How To Edit: Kill Your Darlings

Photo link: "the army" by linh.ngan under Creative Commons Attribution 2.0.