The Call to Adventure
Just when our hero is most comfortable, most confident in their abilities to conquer the ordinary world, like a great earthquake shattering or an ancient dormant volcano erupting, our hero is pulled out of the comfort of the ordinary world by the way of the Call to Adventure.
This call to adventure can be anything. The more sudden, the more immediate it comes to the hero, the stronger the confusion and helplessness, the more at stake there is for our hero.
It can be a voicemail, an encounter with a stranger, a ten-car crash. Through it, our hero is changed.
They may try and ignore it, but they will fail. The stakes are simply too great to continue on as before. And the stakes need to be great.
The Call to Adventure needs to rip our hero from comfort and familiarity, and create stakes that they want nothing more to ignore, but simply can’t. And in these stakes, we find the first metamorphosis of the hero’s goals.
These goals provide the roadmap for which our hero will leave the ordinary world behind and cross into the unknown world, crossing the threshold.
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