Call to Adventure: Difference between revisions
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[[Category:Beginning Tropes]] |
[[Category:Beginning Tropes]] |
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[[Category:Lit Class Tropes]] |
[[Category:Lit Class Tropes]] |
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[[Category:Index]] |
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[[Category:Call to Adventure]] |
[[Category:Call to Adventure]] |
Revision as of 04:01, 25 February 2015
![](http://static.miraheze.org/allthetropeswiki/f/ff/Gandalfvisit.jpg)
Rosencrantz: (dramatically) It was urgent -- a matter of extreme urgency, a royal summons, his very words: official business and no questions asked -- lights in the stable-yard; saddle up and off headlong and hotfoot across the land, our guides outstripped in breakneck pursuit of our duty! Fearful lest we come too late. |
The first step on Hero's Journey: the Hero learns that he must leave the known world behind and venture to unknown regions. How the Hero reacts to the call to adventure varies, but Heroes who initially reject the call are usually significantly worse off than if they had accepted.
The Call To Adventure may be carried to the hero by one or more Heralds.
Sub-Tropes
- Adventure Rebuff
- Burning Building Rescue
- The Call Has Bad Reception
- The Call Knows Where You Live
- The Call Left a Message
- The Call Put Me on Hold
- Call Reception Area
- The Chooser of the One
- Consequence Combo
- Desperately Looking for a Purpose In Life
- Forgot the Call
- Got the Call on Speed Dial
- I'm Dying, Please Take My MacGuffin
- Ignorant of the Call
- Jumped At the Call
- Missed the Call
- Red Pill, Blue Pill
- Refusal of the Call
- Refused by the Call
- Regular Caller
- Resigned to the Call
- Screening the Call
- Take Up My Sword
- Two Roads Before You
*Phone Rings* |