12 Stages Of The Hero's Journey - Christopher Vogler
Summary
TLDREl guion describe el viaje del héroe, un patrón narrativo de 12 etapas, según Christopher Vogler. Comienza con el mundo ordinario, avanza a la llamada a la aventura, el rechazo, el mentor y las pruebas iniciales. Luego, el protagonista enfrenta el desafío final, la muerte y renacimiento, y obtiene una recompensa. El viaje culmina con el retorno del héroe, transformado, compartiendo lo aprendido, como una elixir que beneficia a todos.
Takeaways
- 🌐 La 'Hero's Journey' se divide en 12 etapas que pueden variar en número según la interpretación.
- 🎭 La primera etapa es 'El Mundo Ordinario', donde se presenta al personaje principal y su entorno.
- 📞 'La Llamada a la Aventura' es la segunda etapa, donde se anuncia un problema o deseo que impulsa la historia.
- 🙅 'La Negativa de la Llamada' es el tercer paso, donde el héroe muestra miedo o rechaza la aventura.
- 👨🏫 En la 'Introducción del Mentor', el cuarto paso, se presenta un personaje sabio que ayuda al héroe.
- 🚀 'El Umbral', la quinta etapa, es el punto de inflexión donde el héroe entra en un mundo especial.
- 🔍 'Pruebas, Aliados y Enemigos' es la sexta etapa, donde el héroe se enfrenta a desafíos menores para entender las reglas del nuevo mundo.
- 🛤️ 'El Enfoque', la séptima etapa, es un periodo de viaje y profundización en las relaciones entre los personajes.
- 💀 'La Ordalía', la octava etapa, es un momento crítico de enfrentamiento con la muerte o una experiencia cercana a la muerte.
- 🏆 'La Recompensa', la novena etapa, es cuando el héroe reflexiona sobre su transformación y recibe un reconocimiento.
- 🏁 'La Ascensión' es el decimo paso, donde el héroe se enfoca en completar su misión y a menudo se presenta como una carrera contra el tiempo.
- 🛡️ 'La Resurrección', la undécima etapa, es el clímax de la historia donde el héroe enfrenta sus mayores desafíos.
- 🎁 'El Regreso con el Elixir', la duodécima etapa, es donde el héroe comparte lo aprendido para beneficio de la comunidad.
Q & A
¿Qué es el 'Viaje del Héroe' según Christopher Vogler?
-El 'Viaje del Héroe' es una estructura narrativa que consta de 12 etapas, diseñada para analizar y estructurar historias, y que fue popularizada por Joseph Campbell.
¿Cuál es la primera etapa del 'Viaje del Héroe' según Vogler?
-La primera etapa es 'El Mundo Ordinario', donde se introduce al personaje principal y su entorno, estableciendo el tono y la situación inicial de la historia.
¿Qué se busca establecer en la etapa 'Llamada a la Aventura'?
-En la 'Llamada a la Aventura', se anuncia un problema que necesita ser resuelto o un deseo del protagonista, generando energía y atractivo en la historia.
¿Por qué es importante la 'Negación de la Llamada' en la etapa tres?
-La 'Negación de la Llamada' es importante porque muestra el miedo natural del héroe ante lo desconocido y permite a la audiencia identificarse y sentir empatía por el personaje.
¿Qué papel desempeña el 'Mentor' en la etapa cuatro del viaje?
-El 'Mentor' es un personaje sabio que a menudo proporciona al héroe información, herramientas o reassurance para enfrentar el mundo desconocido y superar sus miedos.
¿Qué se entiende por 'Puertas de Salida' en la etapa cinco?
-Las 'Puertas de Salida' marcan el punto de no retorno en el que el héroe se lanza al mundo especial o la aventura, dejando atrás su vida ordinaria.
¿Cuál es la función de 'Pruebas, Aliados y Enemigos' en la etapa seis?
-En la etapa de 'Pruebas, Aliados y Enemigos', el héroe se enfrenta a desafíos menores para aprender las reglas del nuevo mundo y descubrir quién puede ayudarle o obstaculizarlo.
¿Qué ocurre durante la etapa 'Enfoque' en el viaje del héroe?
-Durante la 'Enfoque', el héroe se acerca al centro de la aventura, y es un momento para que el equipo se conozca mejor y desarrolle relaciones más profundas.
¿Cómo se describe la etapa 'Ordeal' en el viaje del héroe?
-La 'Ordeal' es una etapa crítica donde el héroe enfrenta su mayor temor o una experiencia cercana a la muerte, seguido de un renacimiento o transformación personal.
¿Qué se entiende por 'Recompensa' en la etapa nueve del viaje del héroe?
-La 'Recompensa' es la etapa en la que el héroe recibe el resultado de su transformación y se permite reflexionar sobre sus nuevas habilidades y la identidad que ha adquirido.
¿Qué representa la etapa 'Resurrección' en el viaje del héroe?
-La 'Resurrección' es el clímax de la historia donde el héroe enfrenta su último desafío, utiliza todo lo que ha aprendido y se transforma completamente.
¿Qué es el 'Elixir' que el héroe debe compartir en la etapa final del viaje?
-El 'Elixir' es la sabiduría, conocimiento o poder transformador que el héroe adquiere y debe compartir con el mundo, simbolizando la curación y el renacimiento para la comunidad.
¿Cómo se relaciona el 'Viaje del Héroe' con la experiencia de un artista?
-Según Vogler, el 'Viaje del Héroe' es paralelo a la experiencia de un artista que se sumerge en su trabajo, experimenta una transformación y luego debe presentar su creación al mundo.
¿Por qué es la estructura del 'Viaje del Héroe' tan efectiva para las historias?
-La estructura del 'Viaje del Héroe' es efectiva porque sigue un patrón universal que resuena con la audiencia, prometiendo un cambio en su vida o en su visión del mundo.
Outlines
📚 Introducción a la Jornada del Héroe
Christopher Vogler, un ejecutivo de desarrollo de Hollywood, guionista, autor y educador, explica el concepto de la 'Jornada del Héroe', una estructura narrativa en 12 etapas que él simplificó para su utilidad en el análisis de guiones. Describe la primera etapa, 'El Mundo Ordinario', donde se presenta al personaje principal y su entorno, estableciendo un indicio de un problema o deseo que se resolverá o cumplirá en la historia. Esta etapa es crucial para atraer al público y hacerles preguntarse sobre el destino del héroe.
📯 Llamada a la Aventura y Rechazo
Vogler detalla la segunda etapa, 'Llamada a la Aventura', donde se anuncia un problema o deseo que impulsará la trama y atraerá al público. La llamada a la aventura es seguida por la 'Negativa a la Llamada', donde el héroe muestra resistencia a enfrentar el desafío. Esto refleja la naturaleza aterrada del héroe y la del público ante lo desconocido, creando una conexión emocional y una sensación de peligro que involucra al espectador en la historia.
🧙 Entrada de un Mentor y Preparación para la Aventura
El guionista describe la etapa del 'Mentor', un personaje sabio que ayuda al héroe a superar el miedo y a prepararse para la aventura, a menudo proporcionando conocimientos o herramientas valiosas. También menciona la posibilidad de historias sin mentores, lo que añade un elemento de horror y misterio. La preparación del héroe es esencial antes de 'despegar' hacia el 'Mundo Especial', un cambio de escenario que marca el inicio de la aventura y genera expectación en el público.
🤝 Pruebas, Aliados y Enemigos
En la 'Zona de Pruebas', el héroe se enfrenta a desafíos menores que revelan las reglas del nuevo mundo y ayudan a construir relaciones con aliados y enemigos. Esta etapa es crucial para desarrollar el equipo y profundizar en las dinámicas de poder y lealtad, como se ejemplifica en la secuencia de la cantina de 'Star Wars'. El proceso de pruebas y errores es fundamental para que el héroe aprenda a navegar en su nuevo entorno.
🌄 El Acercamiento y el Oráculo
El acercamiento es un período de viaje y descubrimiento donde el héroe y su equipo se conocen mejor y se desarrollan relaciones más profundas. Este tiempo de 'Conocerse' permite la evolución de la narrativa y el desarrollo de subtramas como la comedia, el romance e intrigas. El proceso lleva al clímax de la historia, el 'Oráculo', donde se enfrentan las grandes preguntas y se experimenta una transformación personal del héroe.
💥 La Prueba Final y la Resurrección
El héroe se enfrenta a su mayor desafío en la 'Prueba Final', un enfrentamiento dramático que pone a prueba su crecimiento y aprendizaje. La 'Resurrección' es el clímax de la historia donde el héroe, a través de su transformación y elecciones, logra derrotar las fuerzas antagonistas y demostrar su realización personal. Este momento es crucial para que el público experimente la culminación de la trama y la victoria del héroe.
🏵 Regreso con el Elixir
El último etapa es el 'Regreso con el Elixir', donde el héroe, tras su experiencia transformadora, tiene la obligación y el deseo de compartir sus conocimientos y experiencias con el mundo. El elixir simboliza la solución a los problemas y la capacidad de sanar y mejorar la vida de los demás, cumpliendo con la definición de un verdadero héroe según Campbell: alguien que protege, sirve y comparte sin pensar en sí mismo.
Mindmap
Keywords
💡El viaje del héroe
💡Mundo Ordinario
💡Llamada a la Aventura
💡Rechazo de la Llamada
💡Mentor
💡Prueba, Aliados y Enemigos
💡Enfoque
💡Ordeal
💡Recompensa
💡Resurrección
💡Regreso con el Elixir
Highlights
The Hero's Journey is broken down into 12 stages for script analysis.
Introduction of the main character and their 'Ordinary World' is the first stage.
The 'Call to Adventure' stage announces a problem or desire that propels the story.
Heroes often initially 'Refuse the Call', expressing fear of the unknown.
The 'Mentor' stage provides reassurance and guidance to the hero.
The 'Special World' is entered, marking a significant story turning point.
In 'Tests, Allies, and Enemies', the hero learns the rules of the new world.
The 'Approach' stage deepens relationships and reveals character dynamics.
The 'Ordeal' involves a near-death experience and rebirth of the hero.
The 'Reward' stage reflects on the hero's transformation post-ordeal.
The hero's new identity and abilities are tested in the 'Resurrection'.
The 'Return with the Elixir' is the final stage where the hero shares their transformative experience.
The Hero's Journey is adaptable, allowing for variations in the number of stages.
The absence of a mentor can create tension and intrigue in a story.
The 'Call to Adventure' often uses brass music to signal the start of the journey.
The ordeal is a transformative scene that changes the hero's perspective.
The 'Return with the Elixir' emphasizes the hero's role as a protector and server.
The Hero's Journey pattern promises a meaningful impact on the audience.
Transcripts
Film Courage: Chris, can you please give us a 10 minute version of what The Hero's Journey is?
Christopher Vogler, Hollywood development executive, screenwriter, author and educator: Yes,
The Hero's Journey, I'm going to give you the quick down a dirty version there are in the
way I look at it. I broke it into 12 stages and it doesn't necessarily have to be chopped
up that way you can describe it in 10 stages or as Campbell did sometimes he would take 16 or 32
because he was interested in telling you every possible thing that could happen but I cooked
it down into this rough outline of 12 stages because I was trying to get something that could
be useful in many many many cases for analyzing scripts basically so I came up with this 12 point
proposal of of what the story really is down deep so the first stage is
The Ordinary World you need to introduce the character the main character the story is about
you have to introduce the world they live in and let us know what's been going on there up to this
point so this is like a stage that you create on the screen and you bring your characters out
and introduce them to the audience and show the character doing something characteristic their
characteristic Behavior a way of getting on in the world but in that opening section there should be
some kind of clue we're going someplace else or there's a problem here that needs to be solved or
there's a question will the hero escape from this world will the hero get what he or she
wants will they learn what they need so this is an opportunity to set those things in motion and kind
of set the table for the audience of what they need to know to get involved and drawn into the
store story the second bit is the stage of Call to Adventure because you really need to announce
to the audience that there's a problem that needs to be solved or there's a desire somebody has and
that generates a lot of energy in the story and draws us in because we are just programmed to
observe anybody even stick figure drawings and plug ourselves in to the desires of that stick
figure if if it's reaching its little stick hands out to pick up a baby or something or to get food
we automatically plug into that so the call to adventure is announcing to us hey here's
somebody who's kind of like me and they want something or they're in trouble or they need
something or their world is in trouble so it's a way of announcing that and I've noticed there is
a strong tendency to play certain kind of music at this point they go to the brass section and they
play horns you'll hear a lot of horn calls like bugle calls on the soundtrack at this point so
the composers are instinctively going for that kind of sound so the next thing that typically
happens in stories is there's a reaction so the call comes how does the hero react and that's
the third stage which is usually refusal of the call most of the time they put up a fight about
it of saying I don't want to go or I can't go or I already went once and I didn't like it there'll
be some kind of statement like this or turning away from the adventure that's being offered
and I think this is there for a very important reason it's to tell the audience this is scary
and your hero is naturally afraid because he or she is being asked to go into the unknown
they don't know what's ahead and we're all afraid of that we might want to get out of our situation
in our ordinary world if we're uncomfortable as most heroes are but what's next is unknown and
so it's natural to express fear and there are some variations on this some heroes are really
into it and they want what they want and they are just ready to go and nothing's going to stop them
but somebody else in the design will often jump up and say you can't do that don't you know this
is terribly dangerous everybody who tried this was killed and there are a lot of things in fairy
tales and myths that suggest this the hero will be walking along the path trying to get what he wants
to get into a castle or to rescue a princess or something like that and notices that the
ground underneath is very crunchy and making all this noise under his boots and he looks down and
realizes he's walking on the bones and skulls of all the heroes who went before and didn't make it
so it is signaling to the audience this is serious this is dangerous and we really need that to get
involved in the story or else we just go oh well it's you know some cartoon or you know uh
string of images that I'm observing that aren't really meaningful to me it when we get scared
for the hero then we're involved so now we have to overcome this fear and a typical way is stage
four introducing a mentor and the mentor is a character often who is wiser and more involved
than the hero has been around the block once or more times has been through the whole hero cycle
of 12 stages more than once and they're there with really one job which is to reassure the hero and
give the hero something you could equally call this type of character a donor character because
often they give something to the herald might be knowledge might be a map might be a magic sword
might be a weapon or a vehicle of some kind or just reassurance that no I've I could I'm here
to tell you it's scary of over there in this other world but it can be survived and I went
there and I know because you look I'm here so you know that someone can survive this so that
often is used to give the heroes some reassurance and there can be stories that don't have this uh
where there's no mentor and that's kind of a scary story when there's nobody to look up to nobody to
ask about what are the rules in this other world what can eat me what should I eat and you know
who's a friend and who's an enemy when there's nobody to ask that's kind of a horror story and
that makes an interesting variation and I think that's a good point for all of these stages that
this is a very flexible system and if you take out or leave out certain parts it creates a very
interesting tension where the audience kind of expects it and they want to know why isn't that
there usually that's there and that I see there isn't any helper or mentor so this is maybe a
different story that I should pay more attention to so it's good to be flexible about these things
so next thing up stage five is now that you have sort of loaded up your with equipment and
reassurance and you know where you're going you know what you want you face your fear you've been
reassured now it's time to get up and go and when I was working for the movie studios especially for
Disney they talked about this like an airplane taking off and they said you've spent all this
time in what they call the first act the first three or four or five movements those first steps
you've loaded the plane up and you've fueled the plane and you've told everybody to belt their seat
belts and you know all the safety things now get the wheels up and get the plane in the air so this
is the feeling of lifting up that you get when all the preparation is ready and now we're going
into that new world or special world as Joseph Campbell calls it he says every story he ever
looked at seems to take place in Two Worlds either environments or states of being two different
states of conditions so now we're going to really launch into that special world and this is a big
turning point in a story that signals the audience all the prep is done now we're really going for
it and the audience likes that and they feel a nice lift there and sometimes it's backed
up by changing the music or the change in the energy of the scene to say we're leaving Kansas
we're leaving the ordinary world and now we're going someplace very very different and exotic
so now you're in this special world and you have to figure out what is special about it so there's
a stage number six that's called tests allies and enemies and the idea is that it's like you've been
thrown into a college class and you don't know much about the subject but they've given you a few
chapters to read and some problems to work out and now you're tested but it's a small test it's like
a pop quiz that just focuses on certain skills and abilities and so the hero will be put through some
kind of challenges that aren't fatal necessarily but they're a little scary and a little dangerous
and they bring attention to the fact I don't know the rules here and I've got to figure it out fast
so I got to figure out who can help me with this and and who will be in my way and that's where the
allies and enemies come and often you will find teams are built at this stage you think about
in Star Wars the Cantina sequence where you're on the threshold of this world of space and the hero
Luke Skywalker finds you know the rules are very different here there's weird creatures and quick
moments of violence so the hero is alerted that he's going to someplace quite exotic and different
so having been through some of those tests there's a stage now because number seven which I call the
approach and this is a period of time in movies and in a lot of stories where the hero is not
quite to the center of the whole thing yet but there's a period of traveling there and on that
travel the hero and the rest of the team get to know each other better and the first impressions
that you made of people and the impression you have of yourself may start to change because
you're getting to know them better so it's a period I would call another name for it is
getting to know you where people develop deeper relationships the friendships get deeper or they
get tested and you become suspicious you might be paranoid about the other person or you know
somebody sabotaging us and you know who is it and you start looking around for suspects so this is
a place where comedy can develop and where romance and Intrigue can develop it's a Time
in stories where you sort of let your belt out as a Storyteller and take some time to go deeper with
the characters so this all is by way of leading up to sort of the heart of the whole thing the
mainspring is stage eight which is the ordeal and this is composed really of two beats one is death
or a near-death experience or a confrontation with death and then a rebirth that comes out of
that and it may be stretched out over two scenes one for the death and one for the rebirth or it
can all happen in one scene but this could be a very drastic very dramatic scene often you
will have physical combat at this stage or legal dispute or a big argument in the family something
like that and it there's blood on the floor and it looks like somebody's gonna die or sometimes
somebody does die and in a lot of the myths that's exactly what happens the hero actually
dies and goes into an underworld or is swallowed by a creature and you know to our eyes to ordinary
humanize is dead and over with but they're living in this other world and in the underworld or they
get a second shot at life and are brought back transformed because the ordeal they went through
was so intense that it shatters the old self and now they get to be something different and this
will sometimes come as a surprise to the heroes and to the audience that oh I I didn't know I had
that in me I didn't know I could survive and face something like that I thought that would
wipe me out and it did but I still have something left and and I feel differently about myself now
so those are are huge transformative scenes and sometimes very violent and sometimes very dramatic
the simple way to say it is that the hero faces his or her greatest fear whatever it is they're
afraid of should be established earlier in the picture earlier in the show but at this point
they they face that fear and keep going so the next stage number nine is reaping the benefits
of that it's called the reward Stage Nine and here is where sometimes you have the rebirth or
this is the aftermath of that death and rebirth where you take some time and reflect on what
just happened and sort of recompose yourself and begin to experiment with this new identity that's
come because you went through a crucible you went through something transformative and scary and now
you're not quite the same person anymore and you need to reflect on that and often it's literally
reflecting by looking in a mirror there are a lot of scenes in movies where people at this
stage take a good look at themselves and begin to realize you know I thought I couldn't do the
X Y or Z and you know what I can and maybe that means I could do something else too so they'd be
begin to dream bigger or have a better idea of themselves and it will often be expressed in a
long speech and thoughtful speech where they're going over what just happened and and reflecting
on you know when I was in the jaws of the monster or when the bad guys were about to beat me up
I I had a thought and that thought comes out and sometimes it's a profound thing that the
hero realizes about himself or herself so having done all this sort of operation there is a kind
of a party atmosphere almost at this stage you might celebrate on this moment of rebirth but
this reward phase but at some point you kind of have to collect yourself and the energy of
the story to focus now on finishing and this is something that mirrors or or corresponds really
well to what goes on the life of the artist the artist dives into something not knowing what it's
going to be they pull something out of themselves that's very intense they almost die doing it I
think almost every artist has that feeling that it wasn't easy to get it out of me but now it's out
there it's wonderful but now I have to publish it now I have to bring it home now I have to polish
it and finish it so that it can be presented and the same is true for the heroes and the stories
they sometimes have to rededicate themselves to finishing and there's a increase in energy here
and often in movies you find Chase scenes at this point where the urgency becomes apparent that we
better hurry up because the bad guys are almost home and they're going to claim the victory before
us so we have have to race them to get home or the bad guys stole the treasure that we came to get
and you know we had it in our hands but now it's gone and we have to go chase after it or somebody
we love has been kidnapped by the villains and we have to pursue them so the the energy of the chase
often comes up if you looked at 100 Hollywood movies you would find at least 80 of them have
a very exciting chasing at this point so this is a a place where you can almost see home but there's
a lot of trips and possible flaws and outcomes that can yet trip you up so with that increase in
energy now we come skidding into the next to last phase number 11 which is the resurrection which
is an umbrella kind of phrase that covers a lot of possible operations but basically it's the climax
of the movie where all the questions are brought to the fore and are answered in one particular
choice that the hero makes or one action that the hero takes to stand up to the villains or
to seize their Birthright and there might be a big Showdown or a conflict physical fight sword fight
gun fight or courtroom battle or big argument between the generations but it serves to focus
the heroes energy on how have I changed them what have I learned and I'm going to be tested here to
the Max this is the final exam stage eight was kind of the midterm exam this is the final and
if I flunked this final I'm doomed I'll have to either repeat it or I'm going to end up killed
so it's as drastic as it can be but it has this wonderful effect if the hero faces it faces Their
Fear and calls on all the things they've learned in the story then they end up transformed and
can express all these things they've learned in a single action and bring out a wonderful feeling in
the audience that the hero is now fully realized and has learned the lessons and has defeated the
the bad forces although it should look like the bad guys are going to win and we should be
tricked almost into thinking that they have the upper hand and then the hero pulls out one last
burst of energy or gets help from somebody and is able to overcome and then the final step stage 12
is what Campbell called return with the Elixir and the idea here is once you've been through
such a transformative experience that's churned you up you have an obligation and sometimes a
desire to share it with everybody else and that's what really makes a hero according to Campbell's
idea of the word hero is that it's someone who protects and serves and doesn't do it selfishly
that they do it with a sharing kind of attitude and that that's what really distinguishes a good
hero is that they take responsibility for a group that they step up or that they sacrifice something
at the last movement that was very dear to them but which is good for the community so
there's often a sense of expansion here that the hero's little world and their little desires and
needs have a bigger Dimension and because I went through something dangerous and faced my fears
I have something to share I have something to give and it might be a good story or it might
be love or it might be a new way of doing things new idea of yourself but it must be
shared and transmitted and that's the idea of the elixir which is elixir is a word from Arabic that
means a magic potion or magic dust that has this quality like the Holy Grail of healing
all wounds or solving all problems and it's a a universal antivirus that that is everything
so that's the 12 stages as I see it and it's a beautiful pattern that kind of promises you if you
observe these things and celebrate them in your story that they'll be a payoff in the audience
that they will feel something and that their life will be shifted or their view of the world will
be shifted just a little bit and maybe they'll have a bigger idea of what's possible for them.
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