SHERO+JOURNEY+STORYBOARD

**SHERO JOURNEY STORYBOARD**
 * **S_Hero Journey Home Page**
 * STRUCTURE OF THE JOURNEY ** || **YOUR STORY/GAME ** ||
 * ACT I – Within the S/Hero’s Normal World ||   ||
 * __The Ordinary World__: The normal world – setting, characters, beliefs, that the s/hero inhabits ||  ||
 * __Call to Adventure__: The s/hero is presented with a problem, challenge, or adventure ||  ||
 * __Refusal of the Call__: The s/hero hesitates because of fear – something happens to further tempt the s/hero to take up the challenge ||  ||
 * __The Mentor:__ Someone to advise or guide the s/hero is introduced ||  ||
 * ACT II – Outside the S/Hero’s Normal World ||   ||
 * __The First Threshhold__: The s/hero commits to undertaking the challenge & agrees to face the consequences. ||  ||
 * __Tests, Allies, Enemies__: A series of further problems to test the s/hero along the way ||  ||
 * __Approach the Inmost Cave__: The edge of the most dangerous place in this other world. ||  ||
 * __Ordeal__: The s/hero confronts her/his greatest fear – the height of suspense and tension in the story ||  ||
 * __Reward:__ The s/hero seizes the object of the quest. Ex. Knowledge that leads to a better “ordinary” world – a magic key – the prize that is just what the “ordinary” world needs. ||  ||
 * ACT III: Return to the “ordinary” world ||   ||
 * __The Road Back__: The s/hero still has to deal with the consequences of the reward: evil forces might pursue him/her, trying to take it away. ||  ||
 * __Resurrection__: The turning point for the s/hero who is forced to use this new knowledge or magic object to prevent his or her own death ||  ||
 * __Return With the Elixir__: The s/hero returns to the ordinary world with the new knowledge, or object to heal or benefit the ordinary world. ||  ||