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Story circle (Hero's journey, monomyth)

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Thread replies: 20
Thread images: 5

File: story-circle.png (248KB, 1600x1600px) Image search: [Google]
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How would you employ the story circle in a P&P RPG adventure?

>1. A character is in a zone of comfort,
>2. But they want something.
>3. They enter an unfamiliar situation,
>4. Adapt to it,
>5. Get what they wanted,
>6. Pay a heavy price for it,
>7. Then return to their familiar situation,
>8. Having changed.
>>
Perhaps the most obvious parallel to the conscious/unconscious split in D&D is the overworld-Underdark split. The underground world directly represents death and the unconscious. Many ancient civilizations believed the underworld, the land of the dead, the afterlife, could be physically entered by descending a staircase into the depths of the earth.
>>
>>48790126
> the characters meet up
> the GM sets a goal
> the PCs pursue said goal
> the PCs learn new skills in order to survive the adventure
> complete the adventure
> they've probably lose some resources/allies along the way
> they go back to civilization
> they're stronger/more skilled than they were at the start

this is the basic structure of most adventure-based rpgs anyway
>>
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>>48790126
If you understood the concept, you'd realize you already do it.
>>
>>48790178
So the town is the top half, and the "dungeon" is the bottom half?
>>
>>48790206
essentially, yes, doesn't have to be a literal dungeon just the players are involved in conflict
>>
>>48790178
>>48790181
This.

Like, damn, OP. Were you just pretending to be retarded?
>>
>>48790178
>>48790288
Yeah but I mean, like, more specific story points than "get quest, do quest"
>>
>>48790307
you realize that the reason the hero's journey is so widely applicable is because it's so generic, it can be applied to so many different types of story because it lacks any specific plot points beyond 'get quest, sacrifice something, do quest, become a better person'
>>
>>48790307
>Yeah but I mean, like, more specific story points than "get quest, do quest"
You don't actually understand the point of the Story Circle/Hero's Journey at all, do you?
>>
>>48790393
I mean fucking EXAMPLES OF USES OF IT IN ADVENTURE WRITING, HOW THICK ARE YOU
>>
>>48790425
this: >>48790178
>>
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>>48790126
>>
>>48790425
Yeah, nah, you're full fucking retarded.

You don't use the circle in adventure writing, the circle describes the basic nature of adventure writing.

Now calm your tits you mouthbreathing twat.
>>
How is the phenomenon of murderhobos explained by this narrative then?
>>
>>48790841
Murderhobos happen when the characters don't lose something, just gain more and more.
>>
>>48790490
>You don't use the circle in adventure writing

The creator of rick and morty used a simplified version of the circle to create the basic outline of every episode of his show. So...yes, people do use the circle as an outline even if it is just supposed to be descriptive of adventure stories.

Maybe stop being such a cunt?

OP, as per your question, have you seen any of rick and morty? Because Harmon uses this circle to create each episode, the easiest way to get a feel for it might be simply watching episodes and trying to figure out where story beats fit on the circle.

Really though, the point of the circle is much less transcendent than all the talk around it implies. It basically just says that a story needs a character, that character needs a desire and a conflict, and that desire and conflict need to make the character evolve in some way. These are the fundamentals of a fulfilling story.

Bob is an adventurer, living comfortably at home with his family after many years of dungeon delving.

He is approached by a group of adventurers who want him to come out of retirement to help them get a trinket from a dungeon to complete their quest. He initially denies, but then changes his mind due to the allure of adventure.

They all enter the dungeon together. This one is different from the standard kobolds and skeletons. Every monster here looks like someone they know, thanks to some sort of dark magic. To get deeper in, they have to slaughter friends and family.

They eventually get used to it, and find that the dungeon is really easy once they get over the hang up of every monster having the face of someone they care about.

They get the trinket and start heading back.

As they camp out for the last time before reaching the surface, one of the party members attacks and kills another party member, and it is revealed that the attacker is actually a monster and that the original party member was quietly and secretly killed and replaced earlier.
>>
>>48791018
Cont.
The party descends into paranoia and several kill each other. Main character gets away.

He returns home.

As he's greeted by his family, he finds his hand gripping his sword hilt and his family is frightened by the expression on his face. He calms down and comforts them, but things will never quite be the same.


This is just bullshit I made up off the top of my head, but it fits the outline and it could work as a one shot adventure.
>>
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>>48790126

Story circle is just one of many storytelling structures. Some older/newer, more/less used, with more/less acts, with more/less main characters, and more/less respected than others.
>>
let's use a classic D&D adventure ideas to explore OP's questions.

1. characters are created with no permanent injuries and all their hit points, but...
2. the players agree to run Tomb of Horrors
3. 3/4 of them die getting 10% into the tomb
4. they adapt by making new, more disposable characters, and bringing lots of poles, chickens, and hirelings to use to set off traps
5. they find the Head of Vecna
6. a PC cuts off his own head and replaces it with the head of Vecna, only to realize that their GM is a dick
7. they trash the GM's house, vowing never to return, and get in their cars to go home
8. they're now wise enough to choose other GMs when they roleplay
1 (b). they create new characters for an adventure called "Eric vs the Gazebo" and are excited to run some classic D&D...
Thread posts: 20
Thread images: 5


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