Propp's Functions of Folktales: Difference between revisions

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{{tropeUseful Notes}}
Russian formalist Vladimir Propp, in his book ''Morphology of the Folk Tale,'' described in rather abstract terms a set of recurring plot devices that he found in a certain genre of Russian folk tales. Not all of them are there and they don't all happen in the same order in the stories he studied, but they are a large part of how we recognize a text as a fairy tale; although sometimes you have to smush the tropes to make them fit right. This was probably one of the first critical trope-spottings.
 
Propp doesn't imply that the "functions" he found are universal in fiction (but some are very general), nor that they are an exhaustive description of fairy tales, nor that they are directly applicable to other traditions of fairy tales (but other European fairy tales are actually very similar to the ones Propp studied).
 
Propp's very popular work was important for two related structuralist ideas: that all fictional works have basically the same structure underneath, and that a story can be creted by instantiating a sequence of abstract plot elements.
 
The typical sequence of functions is:
 
* 0: [[Arcadia|The Initial]] [[Backstory|Situation]] - The setup.
* 1: [[Parental Abandonment|The Absentations]] - Someone leaves or dies. Usually a parent.
* 2: [[Rule Number One|The Interdiction]] - A big rule is set up. Don't touch the spinning wheel. You can't go to the ball. You know the drill.
* 3: [[Don't Touch It, You Idiot!|Violation]] - Someone breaks the big rule. This could be good or bad as seen by the examples above.
* 4: [[The Spymaster|Reconnaissance]] - The villain spies on the hero or the [[Knowledge Broker|hero learns about the villain.]]
* 5: Delivery - The searching party discovers information.
* 6: [[Devil in Plain Sight|Trickery]] - Villain tricks hero.
* 7: [[Deal Withwith the Devil|Complicity]] - The hero is forced, tricked or influenced by magic to do something bad. There are bad consequences.
* 8: [[Villains|Villainy]] - Baddy McBadson does something really evil, normally stealing the [[MacGuffin]] or kidnapping the princess.
* 9: Meditation - The goodies figure out a plan and get ready to set out on their quest.
* 10: Beginning counteraction - The heroes choose to fight back.
* 11: [[The Quest|Departure]] - They... depart. Voluntarily or not.
* 12: First function of donor - The hero run into a donor or a magic dude. This character can be [[Mentor Archetype|The Obi-Wan]], [[Oracular Urchin|a mysterious beggar]] or a [[Threshold Guardians|"None Shall Pass"]] kind of character. They may have to [[Secret Test of Character|pass a test]]. The hero may have to fight the donor. But on the bright side, the donor may have a magical object to help them on their quest.
* 13: Protagonist reaction - The hero outsmarts, outfights or finds a way around the donor's demands. He gets the [[MacGuffin]].
* 14: [[Mentors|Acquisition of Magical Agent]] - The obi-wan type character. Can be the donor. This character helps the hero on his quest, sometimes willingly, sometimes not.
* 15: [[Belly of the Whale|Transference]] - The hero is taken to a new place. Physically. Emotionally. Spiritually. Grammatically.
* 16: [[Earn Your Happy Ending|Struggle]] - Our hero (surprisingly) struggles.
* 17: Branding - Our hero for his efforts is marked out as a hero either with a token or with a [[Achey Scars|mark on his body]].
* 18: Victory - The hero beats the villain with his wits, his special abilities or his brawn.
* 19: [[Gondor Calls for Aid|Liquidation]] - The goodies all help the hero, and get what they were after.
* 20: [[Where It All Began|The Return]] - Guess.
* 21: [[Chase Scene|Pursuit]] - The heroes are chased by the villain, who is going all [[One-Winged Angel]] on them.
* 22: Rescue - The goodies run for it and escape by placing obstacles in the villain's path.
* 23: [[Never Accepted in His Hometown|Unrecognised]] - The hero comes home and no one knows who he is because...
* 24: [[Fake Ultimate Hero|Unfounded Claims]] - Some El Captiano-Zapp Brannigan-Gilderoy Lockhart character claims he saved the day.
* 25: [[Impossible Task|Difficult Task]] - To prove he's the Hero the Hero must, well prove himself. It can be an ordeal of choice, a riddle or a test of strength.
* 26: Solution - The Hero chooses right/guesses right/wins the fight.
* 27: [[The Reveal|Recognition]] - Everyone realises that the hero is the hero through his special mark, the fact they got the right solution or through simple recognition.
* 28: [[Feet of Clay|Exposure]] - The false hero is shown up.
* 29: [[Rags to Royalty|Transfiguration]] - The hero gets a makeover. Or at least new clothes or a palace.
* 30: [[Deader Than Dead|Punish]][[Fate Worse Than Death|ment]] - False Hero and Villain (and yes, they can be the same guy) get what's coming to them.
* 31: [[Happily Ever After|The Wedding]] - Usually [[Standard Hero Reward|the hero marries the princess]] or something like that, but the wedding can just be a general celebration from getting crowned to a party.
 
These are found in many folk tales, such as "[[Cinderella (Literaturenovel)|Cinderella]]" and "[[Snow White and The Seven Dwarfs (Literaturenovel)|Snow White]]", but also in more modern works like ''[[Labyrinth (Film)|Labyrinth]]'', ''[[The Lord of the Rings (Literature)|The Lord of the Rings]]'', ''[[Star Wars (Franchise)|Star Wars]]'' and ''[[PansPan's Labyrinth (Film)|Pans Labyrinth]]''. There are also elements of these devices found in even more ancient texts such as ''[[The Odyssey (Literature)|The Odyssey]]''. See also [[The Hero's Journey]].
 
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[[Category:Books On Trope]]
[[Category:Meta Concepts]]
[[Category:Plots]]
[[Category:Propps Functions Ofof Folktales]]
[[Category:Books on Trope]]
[[Category:BooksMechanics Onof TropeWriting]]