Action/Adventure: June 29, 2005 Issue [#454] |
Action/Adventure
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You can’t have a good Action/Adventure story without a hero. And the hero always has some buds with him to help him along. Who are these guys and why are they important? Here is my guest writer’s idea of what a group of adventurers should consist of.
Until next time,
billwilcox
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A Group Of Heros
First, before I begin my essay, proper, I would like to thank Bill for giving me yet another opportunity to spout off a bit of nonsense I like to think I know something about. Being that I write primarily Fantasy and Science Fiction and edit the same, I thought I would bring something of that nature to the newsletter this week. While I understand that action and adventure do not necessarily require a Fantasy story, both genres are integrally connected to action and adventure in a loving sort of fashion. Without either, the two genres would not nearly be as interesting as they are. So, without further adieu, I give you a brief essay pertaining to the topic of action and adventure within the boundaries of the Fantasy genre.
The action of many good Fantasy story revolves around the adventures of a hero, or in most cases a group of them. Such a mechanism seems trite to many people outside the genre, but it is a method that works well in a story that tends to be epic in nature. Groups are important in defining the main character, who tends to be the more important of the group of heroes. A hero is an idea, an archetype that encapsulates a wide range of emotions and characteristics. It is my hope to bring to light to importance of a hero, his group, and the ideology that surrounds that mechanism.
A group is a dedicated gathering of the hero’s followers that joins him in that quest to better aid him in completing it. Each of the members of the group is important and is integral in helping the hero not only complete his quest but to further improve his own character and view of the world. Each member has a reason for joining the hero, whether it’s respect, awe, or perhaps even love. All of them, though, will gain as much from the experience of the quest as the hero will. There are a number of different types of members that might join the hero; the following are some of them.
Mentor – the mentor is that character that has joined the hero in an attempt to help him improve himself or his situation. While the hero may know many things, the mentor knows that he could learn a lot more. He will follow the hero to the end, as long as he can help the hero see that there is more to life than what he is living.
Lover – the lover may be obvious or subtle, but throughout the story the hero must continually decide between his romantics or his quest. Many times there is such a strong desire for one that the other is left alone and forgotten; other characters (sometimes even the lover) must guide him back to his path.
Fawn – somewhere during his travels, he impressed someone, generally a younger character, and that character has sworn loyalty to the hero. They have traveled with the hero for many days, weeks, etc. with the hope that they, too, will be able to perform as the hero does.
Elder – though this character is often the same as the councilor or the mentor, it is typically a character altogether different from either two. The elder is also sometimes kin, being the hero’s uncle or father. They are the advice-givers; they know of prophecies and old ways and try their best to teach the hero those before he leave to go on his own.
Councilor – the wise and scholarly councilor travels with the hero to aid in his quest. There are many things that the councilor has learned and many times he acts as a guide towards the final destination of the hero’s quest. Although not necessary, the councilor oftentimes is a magic user of some ilk.
Kin – many stories have brothers fighting alongside one another (Dragonlance, for example). They know a great deal about one another, yet they always seem to learn more throughout the journey. They have a stronger bond than most, or perhaps they have no bond at all and must build it over the course of the story. Kinship always makes for good story.
b}Friend – similar to kin, the friend of the hero knows much about him. He has come on the journey either out of loyalty or out of recognition. Though friends are oftentimes trustworthy, some have only personal gain in mind.
Charge – though fawns are typically unwanted, charges are something the hero has brought on himself. Through his kindness he has vowed to protect someone and teach them on the way. Much is learned through a relationship like this.
Hire – sometimes along the way a decision must be made to hire someone with necessary skills. A good assumption can be made that that character is never entirely trustworthy.
So what do all of these have to do with action and adventure? Plenty. Fantasy, as stated before, is filled with action and adventure. It is epic in nature, and in order to fully explore that, such a group is utilized to better take advantage of the many aspects of that action and adventure.
While I realize that much of this is all very particular to my personal knowledge of Fantasy, I believe it can easily be applied to any other genre of fiction. I hope this is a bit of information that some of you can use, many of you can adapt, and all of you can at least enjoy. Thanks for the opportunity and I hope it was at least slightly entertaining.
master_akura
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esprit says:
Bill, The excerpts you posted from 'War of the Worlds' have awakened an urge that will take me to the library again. It's been too many years since I read this. Thank you for reminding me of a great story.
Anytime.
shaara remarks:
Great choice for a newsletter. I really enjoyed the fresh look at Wells. Good commentary, too. It made me think.
Smiles,
Shaara
And you are a great friend, Karen--always supportive.
writetight writes:
I enjoyed the walk down Memory Lane, Bill, with your excerpts of War of the Worlds. The novel and the first motion picture were memorable, and stay with me to this day.
I'm saddened to hear that a remake of this classic is due to be released soon. Other than some fancy special effects and, no doubt, some added visual violence, how can an updated version excel over the simplicity, the feeling of terror conjured up in the minds of a less jaded generation?
Thanks for a great newsletter.
I probably won’t run right out to see the movie either, Dan. But, War of the Worlds, is a cornerstone of classic sci-fi.
Tagra mentions:
As far as classic adventures goes I think nothing can surpass the adventures of Deerfoot - my grandpa read them and my dad and I have tresured them as well.
I’ve never read it. But I’ll be sure to remedy that situation.
Puditat says:
W.D., a riveting editorial. You make me want to read the book (I must admit, I have never read it). I so agree about the innate sense of wanting to know the unknown. For me, that's why I've taken to writing fantasy-- because it reveals itself to me as I write. It is an adventure in itself.
You will enjoy War of the Worlds. It is a gripping tale.
Tammy~Catchin Up~ sends:
Great newsletter. I enjoyed your trip back!
Tammy
Thank you, Tammy.
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