Not even 2 minutes in and I already liked the video. The Hero's Journey was intended to be a baseline and nothing more. Storytelling is all about creativity and challenging the norms while still telling a coherent piece of art.
Roll d12 to select your plot. 1. A man goes on a journey. 2. A stranger comes to town. 3. A girl falls in love. 4. Two families don't get along. 5. A horror is unleashed. 6. An external threat arises to destroy civilization. 7. A misunderstanding gets resolved. 8. A misunderstanding goes completely out of control with disastrous results. 9. Local set to inherit a fortune. 10. A child finds a wondrous creature in the forest. 11. A prophet warns of danger, but gets ignored. 12. The end of a great civilization. Hollywood: Okay, I rolled 1 again. GM: How did you manage that?! That's like the hundredth time in a row?!
Great analysis - thank you. You've given me permission to miss out the bits that didn't happen in my own story. As a for instance, I most certainly did NOT refuse the call to adventure - I couldn't wait to get out of Dodge. And I have not refused the call to return, as my whole story is about returning home, but to a different home, the true home - the home that is your true self and then share the gifts and lessons with anyone who's in alignment with that. Thank you x
wouldn't a story with only the departure and the return be a mystery? told from the perspective of the ones who stayed, the young boy that ones ran away now back grown a man, he brought many treasures but no tales to tell. what happened in between? a speculation based on "evidence" a look into the psyche of the so called hero.
Yes, that can work too. It just means that the hero went through the initiation phase, but it happened off screen. The story of Sinbad the sailor, begin with Sinbad telling his story to a porter boy who also happened to be called Sinbad is pretty much a story about filling in the missing initiation phase. This technique is also used in Patrick Rothfuss' novel The Name of the Wind.
one only about the Initiation phase also could be a story about constant hardschip, maybe a war story that has no beginning nor end just small if temporary victories and defeats able to live for just one more day in this everlasting turmoil of constant chaos with no end in sight nor does anybody remember how it started. it could end with finding a temporary safe-haven but the war is still ongoing, so who knows how long the protagonist (and their child) can hold on @@DontStopThinking
Oh, like Wuthering Heights then? The character began as a servant for the family of Wuthering Heights, left, and then returned years later much richer. I'm pretty sure the second story you are telling is Post Apocalyptic stories, like Telltale's Walking Dead Season 1, or The Road.
Tragedies are why I think the Star Wars prequels are wonderful movies. Revenge of the Sith has so many of these "what if" questions. Sure the clunky dialogue and Jar Jar Binks are annoying, but to see Anakin's fall to the dark side is so interesting. The nuances that play out, the internal conflict, and the ultimate downfall. In a way, this gives it more nuance than the OT and sets it up really well. I'm thankful George Lucas broke the mold of the hero's journey. This is also the exact reason why revenge of the sith is the best one in the trilogy because it allows that tragic story to really unfold.
In a sci-fi role-playing game I ran, a mission had a tragic ending. The players were killed by their evil clones. The evil comes suffered not one loss. I gave them notes on modifications to their characters, including backgrounds and told them "Okay, game not over. You guys are now your evil clones. Game on." I pushed it through their reluctance and they got to love the roles.
Just getting back into D&D after leaving in the early 90's. Just got too busy. I am learning how 5.0 works and this will deffinetly help me become a good DM. Thanks
This was honestly amazing. Such a wonderful analysis and perspective. I've loved your videos for quite a while and so far this has been my most engaging/favorite one. I also think that the art you made for it was spot on. I hope to see more of this type of video :)
I make the argument that every story fulfills a protagonist need. A good tragedy understands that the need is cathartic and therefore tragic in nature, but all stories follow a similar process towards metamorphosis.
I like happy endings simply because I like happy endings. Even if it's not the "happiest" of endings. And, in all honesty, I prefer not to have "endings" at all. A tragic end just feels like a waste. Now a tragedy with a "happy" ending, is ok because there is at least some good which comes out of it. Like, yes, it was tragic Romeo and Juliet died, but the good which came from it was their two families stopped fighting and learned the error of their ways from the tragedy. A "bad ending" would be their families just went right back to fighting and their death was meaningless in the end. A game over, you failed, kind of ending feels robbing. Yeah, it is realistic, but many of us, especially rpers, usually don't need more real life angst in our lives and we enjoy these stories because we can go to another world and forget the shite of this one for a while. I'm not saying things have to be fluffy happy, but there needs to be some good, somehow, or it feels like you've been cheated. People so dislike TPK because it's a game over without the ability to restart. Yeah, that's life but many of us aren't playing it to live real life to exact details through a game. Now, if you had them roll new characters and then worked the previous characters into the story of the next, that's a whole different story. Especially if the TPK'd characters then somehow aid the new characters in succeeding where they failed. It feels redeeming and like it wasn't just a game over.
This was a fantastic video. I appreciate the examples you used to help describe the story structure with missing parts to help tell a different kind of story. I like the example of a story without initiation or return to be like a beast, one who only lives for itself. This got me thinking about my own ideas without you telling me to do it. You earned my "like" and subscription here.
What if I start of the 'Hero's Journey' with a call to adventure and refusal of call, but the call refusal actually worked, aborting the journey altogether?
At that point, a new journey would blossom, likely one much more gritty and down to earth then one called upon by higher powers. Its likely a tragedy or something else forcibly drives the reluctant hero from home and into the fight for his/her/it's (freedom/survival/etc) It would follow a similar path to the 'Hero's Journey' And sometimes end the way it started. Still, the cycle would end for a time before restarting with new faces and possibly similar parties.
I think it would be a pretty good joke on the audience to, say, give away free tickets to the opening, only to have the hero decide not to leave home (or die prematurely) and the movie just ends. Of course, people would be pretty upset and probably confused about the movie being 5 minutes long, and once they left, they'd spoil the ending for anyone else, since, "What a terrible movie that was, don't go watch it, it ends after like 5 minutes." Reminds me of the beginning of Team America and how the creators added it just to make the investors think they got scammed.
That's actually the plot to Dragon Quest Builders. The hero in the first game accepted the Dragon Lord's offer to share rule of the universe, rather than complete the journey and slay the great evil, so now the whole world is in ruins and needs to be rebuilt. en.wikipedia.org/wiki/Dragon_Quest_Builders
Certain sitcoms could be compared to the departure section alone. It is always just before something is about to happen, but evaporates before the initiation phase can begin.
The video really nicely explains the holes in the whole "there is only the Heroes journey" part and also compellingly explains the tragedy and other story cycles. I do believe there's more to it though. For example, what about impersonalized stories, like the flood myths. They inspire us to do actions, yet there doesn't even need to be a hero in one. There's also a few plotholes in the whole argument, as if the campbel's stories is the only archetype. Nope, there's more. The story of saving your father from the depths and facing your fears is only one of them. Perhaps not mentioned in the video here, but in Dan Harmon's podcast, he mentioned of using the cycle as an engineering tool to help speed up the process of making a good story, like how a carpenter does his job and they've learned how to be fast. It's a tool, while everyone is using a pickaxe, grab a shovel and start giving us gems from another perspective ;) After all, we're all hungry for a good story!
The whole Monogatari Series is breaking this pattern. We start off with initiation, then go back to departure, again initiation, a little bit of return and so on.
An interesting take on the subject, but quite a limited one. There is so much more you can do with a Hero's journey than just dropping whole acts. Like change the order and positioning of elements. Like move the magic gift away from Departure and add it as part of Temptress. Or switch places of passing the returning threshold and refusal to return (this is usually called "restless hero"which is unable to return to peace after the journey and here Rest stage usually means death or exile) And the most useful of all of the techniques, is having several Hero's journeys interweave in your story.
Yeah, tragic endings do leave me to obsess over what could have been or why it ended like so? Take Superman's death in Death of Superman arc for example. D&D rocks!
A story solely containing a departure could be something like a legend. I'm thinking "x thing was heard of or happened and y group set out on a journey into the unknown never to be heard from again". Due to my current reading of the Wheel of Time series I think of Artur Hawking's armies sailing west never to be heard from again. Whilst I believe this to be in no way an end to their story in the books and whilst they form part of a larger story (being part of the fall of Artur Hawking's empire) I believe it still to be a good example.
You can also mess around with the order of the three. I've seen stories where initiation is first then departure which leads back to initiation to return. I can't remember how many of them worked though.
Thank you so much for this video. I'v been looking for content on info on different story structures. Keep going with your videos you're informative and great. Good animation too. Would like to see more examples for different story structures if you ever do another one of these!!!
This is amazing. I'm definitely going to reference this for my future DnD campaigns and also intend to read that book outlining the hero's journey. Thank you, i look forward to watching more of your content.
Oh god that 1 chilean peso coin. Haven't seen that design in years. I believe they took that design down in 1992 or something like that, and even the new design got taken out of circulation 2 years ago. Nice little unexpected trip to the past Anyways, what a great analysis and interesting video, gonna check out the books you mentioned
Oh I love tragedies. I will make a lot of campaigns where my players will realize at the end they were fighting for the wrong cause, or that the conflict was unnecesary to begin with. I have to think of a way of integrating the TPK as part of the story. An epilogue where it shows what happened to everybody. Oh, maybe that world changed by their defeat could be the start of a totally new campaign. Or they have the power to make the world continue existing. As soon as they die, the world will decay... something like dark souls maybe.
And then they would rise and would have to be brought to the end of the world, but they refuse and so the new heroes need to kick their asses, get them into the car and drive them to wallmart cause they are acting like spoiled brats.
Interesting thinking. I feel like it's okay to bring the party back with some TPKs, but you really shouldn't do it more than once or twice. And you really have to make it work in the narrative. If you're not careful about this you can absolutely ruin the stakes (never when you're in the endgame of course, if the super evil lich kills everyone at the end, then that's just the arc of the story and maybe the next campaign is set in the world created by lich who enslaved the world).
verry intresting video. I love the way you break it down. but do have a look at your audio throughout the whole video there is some cracaling of you mic
I argue that most RPG characters are just "The Beast", in perpetual Initiation with no real Departure or Return. Just grinding for that XP and Loot but benefiting no one but themselves.
One video game that has consequences for when you Game Over is Breath of Fire: Dragon Quarter. That game has a feature where you can become immensely powerful, but you can only use it so much, because if you use it too often, the get an automatic Game Over. This not only means you don't get to see the end of the game, but you have to choose between reloading your last save with predetermined items, or Restarting the whole game over again.
I would argue that the Prodigal Son does have the "initiation" arc. The initiation of the story is when he is destitute, as you say. He becomes so poor he has to not only work with, but eat with pigs who according to Jewish law were absolutely forbidden. He realizes he was wrong and he goes back to his dad. Everyone is surprised to see that the dad happily accept him back into the fold after squandering his inheritance. The brother is even angered by this
when it happends in a game, and the heroes journey is broken and there is no return, the feeling is so powerful, i still remember one of Nier Automata´s ending, i wont ruin it here, but, it still crawls on me.
Yeah, SE has a few FF games with "bad endings" where if you fail to defeat the final boss, it shows a small cutscene showing what your failure led to. It really hits home how important that battle at the end is.
Thank you....I was wondering how to place stories like Batman or James Bond or Witcher where the character is already established and does not really have much a "journey"
the Beast is pretty much what happens in a sandbox game. the Heroes only bring back loot to sell, nothing else. that's why DM hate the Murder Hobo: he is the Beast with no Departure nor Return
I think you missed the point. When the claim all stories follow the heroes journey, it doesn’t mean following all Campbell’s steps to the letter. It just means that the hero is set to do change by entering in an unfamiliar situation and return changed as Dan Harmon described it. It doesn’t even need to end in success... as again Dan Harmon described it in his story circle. William Wallace, and Kafka do follow Harmon’s model to the letter.
Reformed Theology: Thumbs up for the argument but you cannot use the Prodigal Son as an example because that parable wasn't about the son, the focus was the Father!😣🙏
True I only ment it was not a heros jorney and i like messing with players with the atmosphere but instead of damnation I add disappointment like it was only a talking cat and then damnation like it turn in to a displacer beast.
We are homo sapiens sapiens. The Extra emphasis is for "very wise man". Thought I would correct the record for anyone silly enough to read this anonymous youtube comment.
I have never had a TPK as a DM, but if I do, there will be great consequences in the world, so the players can feel the consequences of their character's deaths. Then they can roll new characters who live in the fallout of the last party's failure and hope to become the heroes who undo it.
Since I viewed you as someone who seems to be loving creative and original, "out of the box" type of stories I was pretty surprised that you reffered to undertale as cancer, lel
Or just ignore hero's journey It's not really all the universal or useful compared to giving characters motivations and seeing what happens or building more themes and lessons into each story
Clickbaited! I thought you where reviewing Hero's Journey by Barrel Ridder Games pitsperilous.blogspot.com/2016/03/review-heros-journey-by-barrel-rider.html?m=1
Not even 2 minutes in and I already liked the video. The Hero's Journey was intended to be a baseline and nothing more. Storytelling is all about creativity and challenging the norms while still telling a coherent piece of art.
Roll d12 to select your plot.
1. A man goes on a journey.
2. A stranger comes to town.
3. A girl falls in love.
4. Two families don't get along.
5. A horror is unleashed.
6. An external threat arises to destroy civilization.
7. A misunderstanding gets resolved.
8. A misunderstanding goes completely out of control with disastrous results.
9. Local set to inherit a fortune.
10. A child finds a wondrous creature in the forest.
11. A prophet warns of danger, but gets ignored.
12. The end of a great civilization.
Hollywood: Okay, I rolled 1 again.
GM: How did you manage that?! That's like the hundredth time in a row?!
THANK YOU I NEEDED THIS
It was loaded
Avengers infinity war is a pretty good example of 6, and the ending could be considered a tragedy even though endgame fixes it.
Thanks I couldn’t think of plot
I got 5
I am studying right now regarding a similar topic! "modernized" tragedies (1870-90), and this was very insightful, so thank you!
Great analysis - thank you. You've given me permission to miss out the bits that didn't happen in my own story. As a for instance, I most certainly did NOT refuse the call to adventure - I couldn't wait to get out of Dodge. And I have not refused the call to return, as my whole story is about returning home, but to a different home, the true home - the home that is your true self and then share the gifts and lessons with anyone who's in alignment with that. Thank you x
wouldn't a story with only the departure and the return be a mystery? told from the perspective of the ones who stayed, the young boy that ones ran away now back grown a man, he brought many treasures but no tales to tell. what happened in between? a speculation based on "evidence" a look into the psyche of the so called hero.
Yes, that can work too. It just means that the hero went through the initiation phase, but it happened off screen. The story of Sinbad the sailor, begin with Sinbad telling his story to a porter boy who also happened to be called Sinbad is pretty much a story about filling in the missing initiation phase.
This technique is also used in Patrick Rothfuss' novel The Name of the Wind.
one only about the Initiation phase also could be a story about constant hardschip, maybe a war story that has no beginning nor end just small if temporary victories and defeats able to live for just one more day in this everlasting turmoil of constant chaos with no end in sight nor does anybody remember how it started. it could end with finding a temporary safe-haven but the war is still ongoing, so who knows how long the protagonist (and their child) can hold on @@DontStopThinking
Oh, like Wuthering Heights then? The character began as a servant for the family of Wuthering Heights, left, and then returned years later much richer.
I'm pretty sure the second story you are telling is Post Apocalyptic stories, like Telltale's Walking Dead Season 1, or The Road.
That seems almost like the beginning season of goblin slayer as you have no idea how the young man became the killer he is now
Hope is fuel for humanity
Tragedies are why I think the Star Wars prequels are wonderful movies. Revenge of the Sith has so many of these "what if" questions. Sure the clunky dialogue and Jar Jar Binks are annoying, but to see Anakin's fall to the dark side is so interesting. The nuances that play out, the internal conflict, and the ultimate downfall. In a way, this gives it more nuance than the OT and sets it up really well. I'm thankful George Lucas broke the mold of the hero's journey. This is also the exact reason why revenge of the sith is the best one in the trilogy because it allows that tragic story to really unfold.
I’m happy Dracula found his niche and is probably happy now.
For the first time in his life, he's found something that doesn't suck
In a sci-fi role-playing game I ran, a mission had a tragic ending. The players were killed by their evil clones. The evil comes suffered not one loss. I gave them notes on modifications to their characters, including backgrounds and told them "Okay, game not over. You guys are now your evil clones. Game on." I pushed it through their reluctance and they got to love the roles.
Just getting back into D&D after leaving in the early 90's. Just got too busy. I am learning how 5.0 works and this will deffinetly help me become a good DM. Thanks
This was honestly amazing. Such a wonderful analysis and perspective. I've loved your videos for quite a while and so far this has been my most engaging/favorite one. I also think that the art you made for it was spot on. I hope to see more of this type of video :)
One of your best videos, and that's saying something. Its been a Heroes Journey watching this channel grow, and we are thankful for the tale.
I make the argument that every story fulfills a protagonist need. A good tragedy understands that the need is cathartic and therefore tragic in nature, but all stories follow a similar process towards metamorphosis.
State of decay is a great example of how character death can effect the story
I like happy endings simply because I like happy endings. Even if it's not the "happiest" of endings. And, in all honesty, I prefer not to have "endings" at all. A tragic end just feels like a waste. Now a tragedy with a "happy" ending, is ok because there is at least some good which comes out of it. Like, yes, it was tragic Romeo and Juliet died, but the good which came from it was their two families stopped fighting and learned the error of their ways from the tragedy. A "bad ending" would be their families just went right back to fighting and their death was meaningless in the end. A game over, you failed, kind of ending feels robbing. Yeah, it is realistic, but many of us, especially rpers, usually don't need more real life angst in our lives and we enjoy these stories because we can go to another world and forget the shite of this one for a while. I'm not saying things have to be fluffy happy, but there needs to be some good, somehow, or it feels like you've been cheated. People so dislike TPK because it's a game over without the ability to restart. Yeah, that's life but many of us aren't playing it to live real life to exact details through a game.
Now, if you had them roll new characters and then worked the previous characters into the story of the next, that's a whole different story. Especially if the TPK'd characters then somehow aid the new characters in succeeding where they failed. It feels redeeming and like it wasn't just a game over.
This was a fantastic video. I appreciate the examples you used to help describe the story structure with missing parts to help tell a different kind of story. I like the example of a story without initiation or return to be like a beast, one who only lives for itself. This got me thinking about my own ideas without you telling me to do it. You earned my "like" and subscription here.
What if I start of the 'Hero's Journey' with a call to adventure and refusal of call, but the call refusal actually worked, aborting the journey altogether?
At that point, a new journey would blossom, likely one much more gritty and down to earth then one called upon by higher powers. Its likely a tragedy or something else forcibly drives the reluctant hero from home and into the fight for his/her/it's (freedom/survival/etc) It would follow a similar path to the 'Hero's Journey' And sometimes end the way it started. Still, the cycle would end for a time before restarting with new faces and possibly similar parties.
@@basetempest7106 Theyre just trying to make a joke about not having a story at all.
I think it would be a pretty good joke on the audience to, say, give away free tickets to the opening, only to have the hero decide not to leave home (or die prematurely) and the movie just ends. Of course, people would be pretty upset and probably confused about the movie being 5 minutes long, and once they left, they'd spoil the ending for anyone else, since, "What a terrible movie that was, don't go watch it, it ends after like 5 minutes."
Reminds me of the beginning of Team America and how the creators added it just to make the investors think they got scammed.
That's actually the plot to Dragon Quest Builders. The hero in the first game accepted the Dragon Lord's offer to share rule of the universe, rather than complete the journey and slay the great evil, so now the whole world is in ruins and needs to be rebuilt.
en.wikipedia.org/wiki/Dragon_Quest_Builders
That would make for a really funny short story if done well.
Certain sitcoms could be compared to the departure section alone. It is always just before something is about to happen, but evaporates before the initiation phase can begin.
And then the whole story is the old wizard trying to convince the young orphan to become a hero xD
The video really nicely explains the holes in the whole "there is only the Heroes journey" part and also compellingly explains the tragedy and other story cycles. I do believe there's more to it though. For example, what about impersonalized stories, like the flood myths. They inspire us to do actions, yet there doesn't even need to be a hero in one. There's also a few plotholes in the whole argument, as if the campbel's stories is the only archetype. Nope, there's more. The story of saving your father from the depths and facing your fears is only one of them. Perhaps not mentioned in the video here, but in Dan Harmon's podcast, he mentioned of using the cycle as an engineering tool to help speed up the process of making a good story, like how a carpenter does his job and they've learned how to be fast. It's a tool, while everyone is using a pickaxe, grab a shovel and start giving us gems from another perspective ;) After all, we're all hungry for a good story!
The whole Monogatari Series is breaking this pattern. We start off with initiation, then go back to departure, again initiation, a little bit of return and so on.
An interesting take on the subject, but quite a limited one.
There is so much more you can do with a Hero's journey than just dropping whole acts. Like change the order and positioning of elements. Like move the magic gift away from Departure and add it as part of Temptress.
Or switch places of passing the returning threshold and refusal to return (this is usually called "restless hero"which is unable to return to peace after the journey and here Rest stage usually means death or exile)
And the most useful of all of the techniques, is having several Hero's journeys interweave in your story.
06:05 "Khajiit is innocent of this crime"
Very nice video! And thank you for explaining the hero's journy, that was very useful to me.
Yeah, tragic endings do leave me to obsess over what could have been or why it ended like so?
Take Superman's death in Death of Superman arc for example.
D&D rocks!
A story solely containing a departure could be something like a legend. I'm thinking "x thing was heard of or happened and y group set out on a journey into the unknown never to be heard from again". Due to my current reading of the Wheel of Time series I think of Artur Hawking's armies sailing west never to be heard from again. Whilst I believe this to be in no way an end to their story in the books and whilst they form part of a larger story (being part of the fall of Artur Hawking's empire) I believe it still to be a good example.
You can also mess around with the order of the three. I've seen stories where initiation is first then departure which leads back to initiation to return. I can't remember how many of them worked though.
Thank you so much for this video. I'v been looking for content on info on different story structures. Keep going with your videos you're informative and great. Good animation too. Would like to see more examples for different story structures if you ever do another one of these!!!
New vid woot woot!
This is amazing. I'm definitely going to reference this for my future DnD campaigns and also intend to read that book outlining the hero's journey. Thank you, i look forward to watching more of your content.
Good Job👏Presenting Alternative Ways of Expanding the Current Concept of the Hero’s Journey 👩🎤
This was unexpected, but very interesting.
Oh god that 1 chilean peso coin. Haven't seen that design in years. I believe they took that design down in 1992 or something like that, and even the new design got taken out of circulation 2 years ago. Nice little unexpected trip to the past
Anyways, what a great analysis and interesting video, gonna check out the books you mentioned
The audio is a little off, I'm hearing a little click, not sure if anybody else noticed it, but it made it very hard to watch. Thanks for the video.
You rule!
I love your videos. Thanks for making such engaging and thoughtful content for those of us that crave brainwaves!
Oh I love tragedies. I will make a lot of campaigns where my players will realize at the end they were fighting for the wrong cause, or that the conflict was unnecesary to begin with.
I have to think of a way of integrating the TPK as part of the story. An epilogue where it shows what happened to everybody. Oh, maybe that world changed by their defeat could be the start of a totally new campaign.
Or they have the power to make the world continue existing. As soon as they die, the world will decay... something like dark souls maybe.
And then they would rise and would have to be brought to the end of the world, but they refuse and so the new heroes need to kick their asses, get them into the car and drive them to wallmart cause they are acting like spoiled brats.
Interesting thinking. I feel like it's okay to bring the party back with some TPKs, but you really shouldn't do it more than once or twice. And you really have to make it work in the narrative. If you're not careful about this you can absolutely ruin the stakes (never when you're in the endgame of course, if the super evil lich kills everyone at the end, then that's just the arc of the story and maybe the next campaign is set in the world created by lich who enslaved the world).
verry intresting video. I love the way you break it down. but do have a look at your audio throughout the whole video there is some cracaling of you mic
I have been hearing this a lot, but I can't seem to hear anything wrong with my laptop speakers. Are you using some high end headphones?
Don't Stop Thinking Yes I am I listen to othere vids to check and it was only on your video
@@DontStopThinking I am using high end headphones and it sounds like you are clipping.
@@slovenc3k that is what I was thinking indeed, it peeks out from time to time
Budha had not escaped any luxuries of life.. He enjoyed it to a point where he got bored of it.
I argue that most RPG characters are just "The Beast", in perpetual Initiation with no real Departure or Return. Just grinding for that XP and Loot but benefiting no one but themselves.
One video game that has consequences for when you Game Over is Breath of Fire: Dragon Quarter. That game has a feature where you can become immensely powerful, but you can only use it so much, because if you use it too often, the get an automatic Game Over. This not only means you don't get to see the end of the game, but you have to choose between reloading your last save with predetermined items, or Restarting the whole game over again.
Liked for the Vampire Hunter D reference alone
I would argue that the Prodigal Son does have the "initiation" arc. The initiation of the story is when he is destitute, as you say. He becomes so poor he has to not only work with, but eat with pigs who according to Jewish law were absolutely forbidden. He realizes he was wrong and he goes back to his dad. Everyone is surprised to see that the dad happily accept him back into the fold after squandering his inheritance. The brother is even angered by this
9:21 a good example there would be The Witcher 3, where failing your quest with Ciri will impact the games ending
AWESOME VIDEO
Great content, man. It's about someone spelled this out.
when it happends in a game, and the heroes journey is broken and there is no return, the feeling is so powerful, i still remember one of Nier Automata´s ending, i wont ruin it here, but, it still crawls on me.
Yeah, SE has a few FF games with "bad endings" where if you fail to defeat the final boss, it shows a small cutscene showing what your failure led to. It really hits home how important that battle at the end is.
Thank you....I was wondering how to place stories like Batman or James Bond or Witcher where the character is already established and does not really have much a "journey"
There's a narrative that is completely different from the hero's journey?
The hero journey is a template for drama, not narrative nor plot.
the Beast is pretty much what happens in a sandbox game. the Heroes only bring back loot to sell, nothing else. that's why DM hate the Murder Hobo: he is the Beast with no Departure nor Return
Are these new classes?
Another hack is to take all of the conventional steps of the Hero's Journey and randomize them.
Woot! 9:40 is the same image I have for my computer wallpaper
This channel is great!
I think you missed the point. When the claim all stories follow the heroes journey, it doesn’t mean following all Campbell’s steps to the letter.
It just means that the hero is set to do change by entering in an unfamiliar situation and return changed as Dan Harmon described it. It doesn’t even need to end in success... as again Dan Harmon described it in his story circle.
William Wallace, and Kafka do follow Harmon’s model to the letter.
Wouldnt conan the barbarian (barbarian of simaria) be an example of a character only comprising in initiation?
Good content , btw do u know that by nature we cant stop thinking? So we dont even need to try to not thinking
Toast is my favorite god now (subtitles!)
Incredibly helpful!
I'm so buying that book!
Reformed Theology:
Thumbs up for the argument but you cannot use the Prodigal Son as an example because that parable wasn't about the son, the focus was the Father!😣🙏
That why I like lovecraft.
It has it's own formula: Discovery, growing horror, and damnation.
True I only ment it was not a heros jorney and i like messing with players with the atmosphere but instead of damnation I add disappointment like it was only a talking cat and then damnation like it turn in to a displacer beast.
@@joshuarichardson6529 That's one of the best explanations I've seen.
John Wick, Solid Snake, Wolverine, Jason Bourne, the Mandalorian... Definitely heroe's without the departure phase.
Or "Beasts". I'm not sure they all have a clear return phase.
Can you create a video about the different races
Great Video!
We are homo sapiens sapiens. The Extra emphasis is for "very wise man". Thought I would correct the record for anyone silly enough to read this anonymous youtube comment.
I have never had a TPK as a DM, but if I do, there will be great consequences in the world, so the players can feel the consequences of their character's deaths. Then they can roll new characters who live in the fallout of the last party's failure and hope to become the heroes who undo it.
or John C. "Wildbow" McCrae's Worm...
Has no one noticed the new art style?
The Return of Those who Never Went
A volta dos que não foram, um clássico brasileiro
@@LeiteArts10 um clássico!!!
Wowee thats mah boi wilburgur
Since I viewed you as someone who seems to be loving creative and original, "out of the box" type of stories I was pretty surprised that you reffered to undertale as cancer, lel
I don't think I did. I liked undertale.
I’m the 1500 th like 👍🏽
Will you do an episode on the Artificer?
GW2 did cosmic druid.
Narrative grows through continuous subversion.
Or just ignore hero's journey
It's not really all the universal or useful compared to giving characters motivations and seeing what happens or building more themes and lessons into each story
I bet you've never published a novel. LOL
YA FTW
doot doot
I Will be a pc oposing the party but not being the DM
🤣 so because you need to be right you playing words games. All stories have the same structure. You can try to spin it all you want.
Is it just me or does his mic suck
Clickbaited! I thought you where reviewing Hero's Journey by Barrel Ridder Games pitsperilous.blogspot.com/2016/03/review-heros-journey-by-barrel-rider.html?m=1
there is nothing better than this story structure
everything else is mediocre
Hold on… Jesus didn’t have a refusal? The garden of the gethsemane? Classic heroes journey. And this from a pagan :*