This blog describes my journey exploring storytelling - words, images and the sensations they generate. The lot, basically.
Showing posts with label 7 Basic Plots. Show all posts
Showing posts with label 7 Basic Plots. Show all posts

Saturday, March 31, 2012

Story Learnings: Plot #4 - Voyage and Return


Reaping the rich rewards from Christopher Booker's excellent tome on storytelling The Seven Basic Plots - Why We Tell Stories, we have reached the fourth of the seven master plots (You can find my posts on the first master plot, Overcoming the Monster as well as an introduction to The Seven Basic Plots - Why We Tell Storieshere, the second master plot, Rags to Riches, here, and the third master plot, The Quest, here.):

Voyage and Return


There is a second plot based on a journey, quite different from the Quest. The stories we find using the Voyage and Return plot seemingly have nothing in common, perhaps except that they are some of the most haunting and mysterious tales in the world.


The essence of Voyage and Return is that the hero travels out of their 'normal' world and into another world completely cut off from the first, where everything seems disturbingly abnormal. At this first this strange new world is exhilarating, but gradually a shadow intrudes. The hero feels increasingly threatened, until by way of a 'thrilling escape' the hero is released from the abnormal world and can return to the safety of the 'normal' world where he started. These are the stories we call Voyage and Return and they follow these five stages:


1. Anticipation Stage and 'Fall' into the Other World
We meet our hero as he is in some state, which lays him open to a shattering new experience; His consciousness is often restricted in some way: young, naive, curious, bored, drowsy, reckless or actively craving a diversion. Wittingly or unwittingly, what they have in common is that they are psychologically wide open for some shattering new experience to invade their lives and take them over. So he 'falls' into a strange new world, unlike anything he has ever experienced before. The event which precipitates the hero into the abnormal world is often shocking and violent.

2. Initial Fascination or Dream Stage
At first this new world is exhilarating, mainly because it is so puzzling and unfamiliar. Even so it can never be a place where our hero can feel at home. It is always very clear to the hero that something very queer is happening to them. One way or another the story work every conceivable permutation on their hero's sense of what is normal, even in terms of the most basic assumptions we make about our identity as human beings.

3. Frustration Stage
Gradually the mood changes to frustration, difficulty and oppression. A shadow is looming and increasingly alarmingly so; Being in the alien world becomes less and less pleasant. The hero will experience everything in a kind of dream-like semi-detached way; The other world will never be wholly real to them - even if some of the experience threatens their very survival.


4. Nightmare Stage
The shadow becomes so dominant that it seems to pose a serious threat to the hero's survival.


5. The Thrilling Escape and Return
Just when the threat closing in on the hero, becomes too much to bear, the hero makes his escape from the other world, back to where he started. Has the hero changed, or was it all 'just a dream'? This is the most important question in the Voyage and Return story.


To answer that question, we need to look closer at the hero. Voyage and Return stories never have a princess or a kingdom as a reward, but instead a possible inner switch from darkness to light; ignorance to knowledge. As such Voyage and Return stories fall into two distinct categories: Either the hero will be transformed by the mysterious 'other world' or they will not.


If the hero formed a relationship with someone from the opposite sex, while in the other world, he will have to abandon this person, when he returns and furthermore he will not have learned, or is not transformed, when he returns.


In some instances the hero, like Peter the Rabbit, has simple gotten a terrible shock or is physically exhausted from his folly. In other cases such as Robinson Crusoe, our hero eventually arrives on feelings of profound repentance for his former frivolity.

Summing up
Some of the very earliest stories a child can grasp are simple version of the Voyage and Return plot (long before they can appreciate the complexities of a Rags to Riches story with its 'Princes', 'Princesses' and transformation scenes). Goldilocks and The Tale of Peter Rabbit tells of a young person straying out of the familiar world of home and nearly getting killed for it. But on a more grown-up level the Voyage and Return plot is about the hero being in a state of limited of awareness and this has plunged him into a realm of existence, which leads to a nightmare threatening him with annihilation. But as a result he has learned something of fundamental importance. He has moved from ignorance to knowledge. He has had a chance to reach a much deeper understanding of the world, and this offers him a chance to completely change his attitude to life. 


The heroes starts out by being selfish; not really recognising anything in the world outside themselves. This blind egocentricity is very much the same characteristic we have seen in dark figures in the earlier plots who actually opposed the hero. So the hero is presented here as far from light, and it is precisely this that plunges him into the adventure that threatens to destroy him. The real victory in the Voyage and Return stories is not over the forces of darkness outside the hero, but over the same dark forces within the hero.

Examples
The Voyage and Return stories are an incredibly eclectic bunch: 


Alice in Wonderland, Goldilocks and the Three Bears, H. G. Wells' The Time Machine (as well as a lot of other science fiction), Beatrix Potter's Peter Rabbit, Brideshead Revisited, Orpheus Journey to the Underworld, Gone with the Wind, The Lion, the Witch and the Wardrobe, The Wizard of Oz, Peter Pan, Robinson Crusoe, The Lord of the Flies, Gulliver's Travels, The Lost World, Lost Horizon, Journey to the Centre of the Earth, 20,000 Leagues Under the Sea, The Golden Ass and many others.


The next of the seven basic plots contains some of the most complex stories ever told. We'll look at Comedy next.




Questions and comments are welcome.

Sunday, January 29, 2012

Story Learnings: Plot #3 - The Quest


Continuing my way through Christopher Booker's excellent tome on storytelling The Seven Basic Plots - Why We Tell Stories, we have reached the third of the seven master plots (You can find my post on the first master plot, Overcoming the Monster as well as an introduction to The Seven Basic Plots - Why We Tell Storieshere, and the second master plot, Rags to Riches, here.):

The Quest


Far away there is some priceless treasure, worth any effort to achieve. When the hero learns about this, the need to set out on the long and hazardous journey to reach this, becomes the most important thing in his life. Whatever perils and trials are in the hero's way, he must go on until this objective has been triumphantly secured. These are the stories we call The Quest and they follow these five stages:


1. The 'Call'
We meet our hero as he finds that life in some way has become intolerable. The mood is one of urgent compulsion. Something has gone terrifyingly wrong. In the midst of all this comes the 'Call'. The hero realises that he can only rectify matters by making a long and difficult journey. Even though the hero and his friends feel under intense compulsion to depart, they often have to face every kind of discouragement and opposition before they can set out.

2. The Journey
The hero and his companions set out. Their journey follows the classical storytelling rhythm of constriction and expansion; tension and release. They go through a succession of terrible, and often near-fatal ordeals, interspersed with periods of respite where they can regain their strength.


The opposition comes in two main flavours. Actually, that should be three, because in stories of The Quest variation, the acutely hostile terrain is almost an obstacle in itself; It will be wild, alien and unfriendly. The other two, more specific obstacles are: Monsters and temptations. 


The monsters follows the archetypical description of monsters from the Overcoming the Monster plot. The Temptation, on the other hand, is usually centred around a promise of some physical gratification, which stands in stark contrast to the hard nature of the task the hero has been set. Underneath the surface, the Temptation have much in common with the Monsters, except that the latter uses direct confrontation and the former uses guile and seduction to lure the hero to his doom. If the temptations are mastered or overruled in some way, they may completely change nature and their relationship with the hero, and become useful allies.


Each encounter ends with a thrilling escape. Ordeals alternate with periods of respite. Along the way the hero and his companions will receive hospitality, help and advice from 'wise old men' or 'beautiful young women'. The hero may have to make part of the journey through the underworld, where spirits from the past will give him guidance.


3. Arrival and Frustration
The hero is now within sight of the goal. However, now on the edge of the goal, a new and terrible series of obstacles surface and must be overcome.


4. The Final Ordeals
Despite the lengthy and perilous journey the hero and his companions have already travelled, they are usually only halfway through the story, when they arrive within sight of the goal. The hero has to undergo a last series of tests (often 3) to prove that he is worthy of the prize. The story culminates in a last great battle or ordeal, which may be the most threatening of all the many ordeals the hero has been through so far.


5. The Goal
After a last 'thrilling escape from death', the life transforming treasure is finally won: A final coming together of man and woman, or the establishing of a kingdom; The hero now has an assurance of renewed life stretching indefinitely into the future - or 'he lived happily ever after'.

Companions
The companions of the hero is a distinctive mark of The Quest. They come in four different varieties:

  1. Simply a large number of unnamed people. For example the main body of Jews accompanying Moses in the exodus from Egypt.
  2. An alter-ego with no particular distinguishing marks except loyalty and fidelity. Frodo in Lord of the Rings has the loyal Samwise Gamgee.
  3. An alter-ego with opposite qualities of the hero. Think of King Lear and the Fool, or Don Quixote and Sancho Panza.
  4. A group of people, each with distinct qualities which together forms a 'whole'. In King Solomon's Mines the leader and hero Allan Quartermain is accompanied by the strong Sir Henry Curtis, the rational Captain Good and the intuitive and mysterious Umbopa.


The Helpers
In addition to the companions and all the negative figures the hero meets on his journey, he also encounter some very different figures - helpers. The helpers will offer him positive assistance such as periods of respite or perhaps crucial guidance. Among the helpers two very important figures predominate: The benevolent wise old man and the beautiful young (or mysteriously ageless) woman. In the story of The Quest, their roles are not so much to intervene, but to act as guides, drawing on unusual knowledge and wisdom. In Lord of the Rings we have for example the omniscient old wizard Gandalf and his ally the beautiful, ethereal queen Galadriel.

Examples
Some of the most celebrated stories in the world are quests: Just think of Homer's Odyssey, Dante's Divine Comedy, Tolkien's The Lord of the Rings and Steven Spielberg's Raiders of The Lost Ark.


Of the other well-known examples we find: Treasure Island, King Solomon's Mines, Watership Down, Around the World in 80 Days, King Arthur's Quest for the Holy Grail, Jason and the Golden Fleece, The Firebird from Slav folk stories, Virgil's Aeneid and many others.

Further variations
From time to time we also see The Quest plot crossed with the Overcoming the Monster the monster plot. Particularly in stories inspired by the Second World War: The Guns of Navarone, The Dirty Dozen, The Heroes of Telemark, The Wooden Horse, The Colditz Story and others.

A dark version of The Quest is Heman Melville's Moby Dick. Here the central figure, Captain Ahab, sets out in an obsessive quest across the oceans to find the almost supernatural white whale. Ahab looks on Moby Dick as a prize of infinite value, worth any sacrifice to seek out. The whale is clearly a symbol for the essence of life. But there is nothing life-enhancing about the way Ahab seeks it. He is only out to destroy it at all costs. Of course such a story can only end in disaster.

The next of the seven basic plots is also based on a journey, although quite different from The Quest. It has inspired some of the most haunting and mysterious tales ever told. We'll look at Voyage and Return next.




Questions and comments are welcome.

Thursday, January 19, 2012

Story Learnings: Plot #2 - Rags to Riches


Continuing my way through Christopher Booker's excellent tome on storytelling The Seven Basic Plots - Why We Tell Stories, we have reached the second of the seven master plots (You can find my post on the first master plot, Overcoming the Monster, and an introduction to The Seven Basic Plots - Why We Tell Stories, here.):

Rags to Riches


This is clearly a type of story, which appeals immensely to the human psyche. Think of the massive inclination to root for underdogs and the wishful feelings people have, wanting to trade places with celebrities. As the title indicates this is a plot where the hero starts out ordinary, insignificant and unappreciated, but then suddenly steps to the centre of the stage, and is revealed to be someone quite exceptional. The Rags to Riches plot usually follows these 5 stages:


1. Initial Wretchedness at Home and the 'Call'
We are introduced to our hero, or heroine, in a lowly and unhappy state at home. The hero is usually young in age, or has not yet ventured out in the world. Obviously this is a plot, which is concerned with the process of growing up. The hero starts the journey of a human being from unformed childhood and needs to reach the state of complete personal maturity.


To start with, the hero is overshadowed by malevolent dark figures, which come in two distinct varieties: Adults acting in the place of a parent or figures closers to the hero's age and status (evil stepsisters, for example). Something happens to either call or send the hero out into the world.


2. Out into the World with Initial Success
The hero is now out in the world away from the original home, or starting point. New ordeals await, but these are also rewarded with the first limited success, which is also a prevision of the eventual glory, which the hero will find. The hero is thus lifted out of his original state of misery. However at this point the hero is not ready yet for the complete fulfilment.


3. The Central Crisis
Everything suddenly goes wrong. The shadows of dark figures return. The hero is separated from his greatest treasure/friend/love. The hero is overwhelmed with despair at this. Because of the earlier lift in the hero's fortunes and because the hero is so powerless, this is the absolute low point of the story, where it all seems lost again.


4. Independence and the Final Ordeal
The hero gradually emerges from the crisis and is shown in a new light. The hero discovers in himself a new independent strength. This new strength is put to the final test, against a dark and powerful figure, which stands between the hero and his final goal. This dark figure is characterised by egocentricity and incapacity for true, selfless love. Basically the same characteristics as the monster from the Overcoming the Monster plot


5. Final Union, Completion and Fulfilment
The hero is rewarded with a complete, loving union. The hero succeeds to a "kingdom"; a domain over which they will rule wisely and well. By the end of the story no one ever doubts that the originally derided and humble little hero should be worthy of their final glorious destiny, however improbable it looked at the beginning, since they have along the way revealed such admirable qualities which show their true inner worth. And thus the hero has deserved that mysterious central goal in storytelling, where everything at last is perfect and complete.



The Dark Version
The Rags to Riches plot can also be told in a 'dark' variation. The hero will attempt to do the same climb from rags to riches, but in some ways fails to reach the fully rewarding conclusion. The heroes in these stories are not the selfless and goodhearted ones we are used to. In fact they react to any kind of opposition with egotism. Instead of being the victim, it is their surroundings who fall victim to the hero's actions. Although the ultimate symbolic goal of the hero is remarkably similar to the original Rags to Riches plot, the hero in the dark version really is a monster. His ambition is only a means to egotistical gratification and a desire to dominate others. Of course the attempts to reach such a goal will always be frustrated, and surely it brings about his complete destruction.


Examples
This plot is very richly represented in stories through the ages and continues to be very popular. Just think of the Hollywood cliché moment where the ever handsome hero removes the spectacles from the plain girl, lets down her hair and gazes at her in awe, "... but you are beautiful!" 


Of the more well-known examples we find: My Fair Lady, Superman (and similar heroes, who go from weedy bespectacled kids to all-powerful superhero), the biblical story of Joseph, Cinderella, Aladdin, Puss in Boots, David Copperfield, The Ugly Duckling, Charlie Chaplin's The Gold Rush, Jane Eyre, Moll Flanders, Great Expectations and many, many more.


The next of the seven basic plots is instantly recognizable, and even more so than any of the other six plots. We'll look at The Quest next.




Questions and comments are welcome.

Tuesday, January 17, 2012

Story Learnings: Plot #1 - Overcoming the Monster


I am trawling my way through Chris Booker's excellent tome on storytelling The Seven Basic Plots - Why We Tell Stories. Booker has basically over a life-time gone through the massive mountain of storytelling from the Sumerian epic of Gilgamesh to present day James Bond movies, comparing and cross referencing as he went along, until he managed to successfully distil the sum total of man's prolific storytelling through the ages into no more than 7 basic, but distinct plots. Obviously there are very interesting psychological reasons why these essentially same stories have occurred since the beginning of man's history. It is also very interesting and worthwhile to storytellers to note what happens, when you try to bend or disregard the rules governing storytelling, as you end up with a product sadly lacking in impact and satisfaction.


The Seven Basic Plots - Why We Tell Stories weighs in at a hefty 700+ pages. Even so I am amazed at how there is absolutely no fluff or empty space in this gigantic work. As I am working my way through this huge treasure trove of storytelling insights, I will summarize my findings, or rather Christopher Booker's findings as told to me.


Without further ado, let me introduce you to the first plot of the seven master plots:


Overcoming the Monster


This is a type of story, which the human imagination is particularly fond of forming. As the title indicates this is a story in which a hero is called to face and overcome a terrible and deadly personification of evil. The story is usually presented as a long build-up to the final confrontation between the monster and the hero, and it will usually follow these 5 stages:


1. Anticipation Stage and 'Call'
At first we see the monster, or become aware of it, from a great distance. We gradually learn of its fearsome power and reputation, and how it is casting a threatening shadow over the community. The hero then experiences a 'Call' to confront it.


2. Dream Stage
The hero is now making preparations for battle. For a while things seem to be going reasonably well. The audience still feel comfortably remote from and immune to the danger presented by the monster.


3. Frustration Stage
We finally find ourselves face to face with the monster in all its awesome power. The hero now feels small and alone. He is slipping into the monster's power, and there seems to be only one possible outcome - the death of the hero.


4. Nightmare Stage
The final battle between the monster and the hero, where the odds are massively stacked in favour of the monster. And just at the climax, when all seems lost, comes the reversal.


5. The Thrilling Escape from Death, and Death of the Monster
In the nick of time, the monster is miraculously dealt a fatal blow. This is a moment of fundamental significance to storytelling. In fact, 'the thrilling escape from death' is one of the most consistent motifs in storytelling. The community is then liberated and our hero emerges to enjoy the prize: Usually some kind of treasure, a princess or a kingdom.

The Monster
The monster is characterised by being heartless, egocentric (as opposed to the hero, who is selfless in his deed of risking his life for greater good or the community) and seemingly omnipotent. However the monster usually has a blind spot (often tied to its egocentricity), which renders it vulnerable. 

The monster will have three distinct roles playing through the progression of the story: First an active role as a predator looking for victims; Secondly a passive role as holdfast, where it will sit in its lair jealously guarding its "treasure"; Thirdly the monster takes the role of avenger, lashing out viciously, when its guardianship is challenged.


Constriction and Release
As with all stories, the overcoming the monster plot, follows the general rhythm of tension and release in successively greater amounts leading up to the climax and final resolution; In a story well-constructed, these phases of tension and release alternate, in a rhythm like the heart beat of a story, which provides one of the greatest pleasures we get from stories.


At the climax of the story, we feel the final surge of liberation; and as it fades, we are left with the warming knowledge that the hero has now won a much deeper hold on life, which will last indefinitely into the future - or as the saying goes 'live happily ever after'...


Examples
Needless to say, this very straightforward plot has been used countless times in genres of all kinds: 


Melodrama (Nicholas Nickleby); war stories (The Battle of Britain, The Sinking of the Bismarck, The Longest Day, The Battle of the Bulge, The Guns of Navarone etc.); the Hollywood western (The Magnificent Seven - and its inspiration The Seven Samurai, High Noon etc.); thrillers (King Kong, The Three Musketeers, The Final Problem, The Thirty Nine Steps, all James Bond stories etc.); science fiction (War of the Worlds, The Day of the Triffids, Star Wars); disaster movies (The Towering Inferno, Airport etc.); Gothic horror (Dracula, Canon Alberic's Scrap Book, Frankenstein, The Castle of Otranto etc.); myth (St. George and the Dragon, David and Goliath, Perseus and Andromeda, Beowulf, Theseus and the Minotaur, Oedipus and the Sphinx, Jack and the Beanstalk, Epic of Gilgamesh etc.) and many, many others.


The next of the seven basic plots also appeals massively to the human psyche; We'll look at Rags to Riches next.






Questions and comments are welcome.