Once the hero accepts the call to
adventure, they need to commit to the adventure, by crossing the
threshold from the safety of the ordinary world into the dangerous
and strange world of the quest ahead. This is not always an optional
step. For example, if the hero awakes in a strange place with amnesia
they will be forced into the adventure against their will.
The hero must mentally prepare
themselves for the adventure ahead, before they cross the threshold.
The hero will often have fears and concerns, but will begin the
adventure despite them. This is a good time to bond the player with
the hero by creating a sense of concern for them. The threshold
guardian archetype often comes into play here. This could be
manifested as the hero's own misgivings, the fear of the hero's
companions, a warning from the enemy who the hero seeks to defeat, or
any combination of these.
When the first threshold of adventure
is crossed, there is no turning back. The next phase is entered, and
the adventure into the special world truly begins.
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