№ 74 | Beyond the Hero’s Journey, Even/Over Statements, Frugal Education: Action Cards, Honest Government Ad for AI, and Terra Fabula

№ 74 | Beyond the Hero’s Journey, Even/Over Statements, Frugal Education: Action Cards, Honest Government Ad for AI, and Terra Fabula

[Video] Beyond the Hero’s Journey

One of my many side interests is how stories work. To that end, this talk on character arcs has been playing over in my head for a few weeks now. It feels like a great way to think about narratives, in a way that’s far more accommodating than the rigid 3-act structure or the traditional hero’s journey.

Essentially, the moving parts of a character arc can be summed up like this: When there’s a Change between the character’s External world and Internal world, this gap creates Conflict and a Choice to be made. That’s it! Play this out, and this series of changes, conflicts, and choices creates a pattern—the shape of the story (and yes, resolving the story in an optimistic way, results in the hero’s journey).

But—and this where it gets really interesting—the story need not resolve in an optimistic way nor adhere to three acts. The slide below hints at these various patterns and range of tonal qualities.

Slide representing the different character arcs from 6 movies. These six arcs / patterns are arranged into a 3x2 table, with the columns representing three arc types (Optimistic, Ambivalent, and Pessimistic) and rows representing two character patterns (Constant and Change).
Thinking about character arcs in this way dramatically widens the range of stories that can be analyzed for their unique qualities, easily taking in everything from inspiring tales of transformation and triumph to tragedies of powerlessness and despair and everything in between.

Good stuff! Oh, and I love this jab at the hero’s journey:

It's kind of ironic that the hero's journey seems to be stuck in a fairly pedestrian corner of the storytelling landscape… It feels like the hero’s journey needs to go out and have a bit of a hero's journey of its own and kind of shake things up a little bit.

🤣

🕤
Back in issue No. 50, I also shared “The Hero’s Journey is nonsense,” a good, critical rejection, of Joseph Campbell's “thoroughly entrenched” ‘monomyth’ pattern.

To be clear, most thoughtful tools, models, patterns—they’re all good and fine, until… people make them dogma and declare this is The One Right Way. Here’s a review of the book Beyond the Hero’s Journey, which echoes the same sentiment:

“I too have found that you can’t always make stories exactly fit Christopher Vogeler’s, Robert Mcksee’s, Joseph Campbell’s and others’ theories but let’s not forget just how much effort these people have put into studying the form. And they all readily admit that they’re offering a tool not a rod for our backs.”

Even/Over Statements

Prioritization is hard. Let’s just pause on that statement.

Here’s a new (to me) concept I learned about earlier this week: Even/Over Statements . The concept is simple: Write a phrase that contains two positive things (it’s critical that both are good, desired options!), where the former is prioritized over the latter.

Example Even Over Statement: “It is important to us to include input from and feedback to stakeholders, EVEN OVER moving the work forward quickly.”
Good summary image from this PDF 1-pager for Even Over Statements

That’s it! You could use this for team values, a backlog, features, favorite [anything]—whatever! In fact, I vaguely recall a movie ranking app that did something similar. It would ask me to choose—from two options—which movie I preferred. At first, it was easy, but as the ‘game’ went on, it’d start to pit some of your previous favorites against each other (e.g “Which is better? ‘The Incredibles’ or ‘Captain America: The Winter Soldier’”). Yikes!

File under: Simple concepts to think with.

Frugal Education: Action Cards

The Frugal Education Action Cards are pitched as “a fairly easy to use tool for rethinking education design in frugal and sustainable ways.” And while I really do like this curated list of considerations, I’m still not clear on how—exactly—one might use this card deck. I think I’m struggling to see anything that is education specific, as nearly every one of these concepts could apply to a classroom as easily as the office or a town hall. Digging into this interview with creator Alex Masters, he does state the goal was to “foster a frugal and innovative mindset”—that, I can see. And support.

A random assortment of colorful cards from the Frugal Education: Action Cards card deck.

***BONUS: In the interview, Masters mentions three other card decks he’s created: ‘What is Your Story?’, ‘L·E·A·R·N’, and ‘Remixing Play’ cards.

[Video] Honest Government Ad for… AI!

I present… satire as a playful thing to think with. Here’s an honest government ad about AI. So. Much. Truth. And humor. [Warning: Explicit language.]

Terra Fabula

Ooh… this looks, fiendish (in a good and educational way!):

Terra Fabula is a classroom game designed to give primary school students a powerful and immersive experience of the impact of first contact and colonisation, through the eyes of Indigenous communities. Students work through guided map making, drawing and writing activities to create a land which they then populate with a pre-industrial community. They imagine a culture for this community, and connect with other neighbouring communities. Without warning, the game changes tone as colonising explorers and settlers arrive, often with dramatic impact to the lives of the communities the students have built.
Screenshot of the Terra Fabula web page.

As someone who values personal expression and creation, seeing my work disrupted like this would certainly have made a lasting impression on me! Great way to personalize (contextualize?) colonization from the perspective of the colonized, without explicitly stating that’s the goal.


***BONUS: A game to promote a typeface?! I’m in! Introducing the The Vowels of Hell Game

Vowels of Hell Game

Read more

№ 77 | Branching Scenarios and eLearning, Surviving Design Projects, Ursula K. Le Guin on Growth, Quests (Not Goals), I’m Voting Postcards, and Levels of Automation

№ 77 | Branching Scenarios and eLearning, Surviving Design Projects, Ursula K. Le Guin on Growth, Quests (Not Goals), I’m Voting Postcards, and Levels of Automation

Branching Scenarios and eLearning In 2020, I did a deep dive into how narrative games could be used for learning purposes, which left me with a deep appreciation for (and small collection of) CYOA books, gamebooks, interactive fiction, solo RPGs, and similar experiences with branching paths. Anyway, this post on

By Stephen P. Anderson
№ 76 | Olympic Dataviz, A Strategy Based on The Periodic Table, Dimensionality & Agency, A Shared Commons,  The Happiness Workout Deck, and a Sneak Peek at the Zombie Leadership Cards

№ 76 | Olympic Dataviz, A Strategy Based on The Periodic Table, Dimensionality & Agency, A Shared Commons, The Happiness Workout Deck, and a Sneak Peek at the Zombie Leadership Cards

Two amazing data visualizations from the Olympics I love stumbling across novel, or at least uncommon, ways to represent information. These visualizations from dataviz designer Krisztina Szűcs are 🧑‍🍳🤌💋: First, a multi-tiered cake chart representing the Women's Pole Vault Finals: 0:00 /0:39 1× Then, this fencing (🤺) visualization:

By Stephen P. Anderson
№ 75 | Eco-ing Seattle, Mapping the Gen-AI Landscape, The Conflict House, Arduino’s Plug and Make Kit, and The WITHIN Leadership Toolkit

№ 75 | Eco-ing Seattle, Mapping the Gen-AI Landscape, The Conflict House, Arduino’s Plug and Make Kit, and The WITHIN Leadership Toolkit

Eco-ing Seattle I’ve been enjoying this series reimagining an 18-block space Northgate, a Seattle neighborhood. Essentially, this a bit of speculative urban planning, based on ecological ideas from Edencity (a different project imagining “an eden-like city” with “economic + ecological abundance”). What struck me is this: It’s one thing

By Stephen P. Anderson