The Hero Workshop Philosophy
Part 1 The Hero's Journey
You're the hero of your own journey
Joseph Campbell set out the idea of an archetypal hero's journey in 1949 after studying religion and mythology across the world. He later applied it to the life of everyone, famous hero or not. What follows is a simplified version.
The Mundane World
The first part of the Hero's Journey sees the hero in the normal world. The hero has yet to be introduced to their journey. Often they are being held in the Mundane World by forces - sometimes through ignorance of the existence of another world.
The Call To Adventure
The spark that launches a hero onto the journey is the Call To Adventure. Something from the world of adventure appears in the hero's Mundane World and the journey begins.
Crossing The Threshold
Now that the hero has received the call, he or she must step into the new world. This means Crossing The Threshold. This is often comes in the form of a task or a symbolic transition. Sometimes the Threshold is accompanied by guardians. These guardians help make sure the hero is ready for the adventure ahead.
The Path of Trials
Once our hero has taken the first step, the Path of Trials begins. The path contains challenges for the hero - often covering all of the mind, body, and spirit. The trials vary in difficulty and usually culminate with a challenge that the hero must face alone.
Friends & Foes
The hero's Friends and Foes have a large bearing on the Path of Trials. The Friends help the hero with making decisions and overcoming challenges. The Foes do the opposite, often confusing matters or deliberately hindering the hero. Sometimes people who appear to be Friends are actually Foes and vice versa. There are also the rare people who are Friends some times and Foes others.
Mentors help the hero when the Path of Trials seems hopeless or confusing. Mentors are often on their own journey and only appear in the hero's journey...
Please join StudyMode to read the full document