The Heroic Journey 14: The Call to Adventure
The Call to Adventure, which happens at about the 10 percent point in movies and anywhere from the 10 to 25 percent point in novels, which can be more loosely structured than movies, is what jars the Hero out of his everyday world and ultimately gets him to cross the Threshold into the Mythological Woods and Initiation and onto the Journey proper.
Read MoreSunday Comics: Calvin and Hobbes on Writing a Short Story
It’s Sunday, and time for our Sunday comics — all with a writing and/or grammar theme of course.
Read MoreThe Heroic Journey 8: The Structure of Story
We’ve talked about things like what makes a good Hero, what makes a good Nemesis, and how they work together to make a story that fits in the classic style popular the world over, so now let’s see how such a story is actually structure.
Read MoreThe Heroic Journey 7: 12 Traits of the Nemesis
Last week we looked at the Nemesis, or Evil One in broad outline. This week let’s take a look at some of the traits that go into a well-constructed bad guy:
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