Re: The worlds best-known Heroquest

From: Guy Hoyle <ghoyle1_at_...>
Date: Thu, 05 Jul 2001 13:38:39 -0500


Hah! I know which one this is... Star Wars! Where's my cookie?

Guy

At 10:01 AM 7/5/01 -0700, you wrote:
>Well, it's too hot to think seriously (the last week has all been in the
>3-digit Fahrenheit, up to 113 in the shade, getting to all of 70 at night).
>I came up with the following Heroquest path based on what is, perhaps, the
>best-known heroquest in the 20th-21st century.
>
>This heroquest is written with a broad brush, as I think most cultures can
>find a fit in here.
>
>Station 1 - Crossing Over. This is an accidental HQ: crossing over is done
>by being in the wrong place at the wrong time as a 'rift' in the veil that
>separates the Otherworld from the central world comes by.
>
>Station 2 - Orientation. The hero(es) find that he isn't in the 'real world'
>anymore. He must adjust his worldview to the new reality. Partially this is
>helped by a Benevolent Entity (BE). The hero has, as a side-effect of
>crossing over, eliminated a rival of the BE. He gains a token of this
>struggle. This token is the focus of a Malevolent Entity (ME), who wants it.
>This is a critical station, without the aid of the BE, the hero cannot
>complete the adventure. In fact, aggression towards the BE can result in
>death, or at least being stranded in the Otherworld with no way home.
>
>Station 3 - Begin the Journey. The BE points out a pathway of mythical
>importance that leads to a Powerful Entity (PE) that can send/guide the hero
>back to the middle world.
>
>Stations 4-9 - Encounters The hero will encounter several beings and events.
>Some will be friendly and be willing to join him, other will be hostile.
>These are very non-critical stations, and the BE will be watching over the
>hero, so there is no chance of complete failure in the quest, but the beings
>encountered will all add to the chance of complete success.
>
>Station 10 - The Powerful Entity. The Hero must confront the PE and ask for
>aid in returning to the real world. Beings who joined the hero may have
>their own requests. The PE will give the hero(band) a task to perform
>involving the Malevolent Entity.
>
>Stations 11-15. Encounters on the way to the ME. The ME is aware of the
>heroband's goal, and sends minions to capture and/or destroy the hero.
>
>Station 16. The ME. The hero finally confronts the ME and performs the task
>given by the PE. This is a Critical Station, and can easily lead to the
>death or permanent imprisonment of the hero.
>
>Station 17. The hero must return to the PE for his reward. The PE cannot
>grant the Hero's request.
>
>Station 18 Self-knowledge and Crossing over. The BE leads the hero to
>self-realization, and by means of this knowledge the hero can cross back to
>the real world.
>
>Click your heels together three times and say "There's no place like
>home"...
>
>RR
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