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8/22/23 [Lecture: The Hero’s Journey]

 1 – The Ordinary World: they exist in a world that is considered uneventful but those who live
there. Often the heroes are considered odd in the ordinary world and possess some ability or
characteristic that makes them feel out-of-place.
 2 – The Call to Adventure: For their journey to begin, they must be called away from the ordinary
world. Heroes must be removed from their typical environment.
 3 – Refusal of the Quest: heroes are faced with a choice of accepting or denying the quest. When
they don’t accept their destinies right away, the stage is set for disaster. A refusal of the quest only
brings trouble. (heroes who refuse their quest often become characters in need of rescue or in
some cases, the villain of another hero’s journey)
 4 – Accepting the Call: Once the adventure is accepted, the heroes advance into the next part of
their journey
 5 - Entering the Unknown: the heroes enter a world they have never experienced before
(supernatural creatures, breathtaking sights, constant threat of death. This outside world has its
own rules, quickly learning to respect these rules.
 6 – Supernatural Aid: doesn’t mean magical BUT most of the time it is. Supernatural simply
means “above the laws of nature”. This supernatural character often gives them the means to
complete the quest. It can be wisdom or magical powers, but it is always something the hero
needs to succeed. They give heroes what they need to finish the quest – not finish for them.
 7 – Talisman: a special (and often magical) item that assists the heroes on their quest.
 8 – Allies/Helpers: without the assistance of their companions and helpers along the way, most
heroes would fail miserably.
 9 – Tests & The Supreme Ordeal: progress through a series of tests, a set of obstacles
 10 – Reward And the Journey Home: typically, there is a reward given to the heroes for passing
the supreme ordeal. The reward is for the heroes’ endurance and strength. After the reward is
firmly in their hand, all is left is for them to return home (the journey home may not be so smooth
sailing)
 11 – Master of Two Worlds/ Restoring the World: life-changing. By achieving victory, they have
changed or preserved their original world. Grown in spirit and strength

9/5/23 – PPT: History of Comics PT2

9/5/23-PPT: History of Comics PT3


From the Shadows, stalks the Batman.

Criminals Are a Cowardly and suspicious lot


 DC Comics struck a nerve with readers
 Millionaire playboy Bruce Wayne as a crime fighter and defender of Gotham city was yet another
form of wishful fulfillment
I’m the …. Batman!
 Batman possessed no superpowers.
 His greatest asset was his intelligence
 Through keen deduction and the use of technology, Batman kept the streets of Gotham City safe.
Two behind the Cape and Cowl..
 Bob Kane and Bill Finger
 Bill finger created the Batman we all know today
 His popularity would reach new heights with the introduction of a new concept of the teen
sidekick
Rockin’ Robin!
 Orphan Dick Grayson was introduced as Batman’s sidekick in Detectives comics #38
 Thrilled young readers around America
 Robin was the first superhero sidekick
And the race is on
 Every major comic book publisher rushed to create their own superheroes

9/12/23 - Lecture: Lessons learned from DKR


 You’re never too old to start.
 Fear holds you back from achieving goals – Conquer your fears
 Have your own morals and values
 Everyone must struggle in life
 Enemies/adversaries help you learn and grow
 There is always a way out
 You must lose in order to gain
 Learn from failures

9/14/23 – DKR Themes


Bruce Wayne – Batman (Rediscovery)
 There are many characters in the story that experience discovery and rediscovery of their true
selves.
 To begin, Bruce Wayne is conflicted and has been conflicted for most of his life.
 While in retirement from Batman, he fights back his true nature, which is to fight the rampant
crime that tears Gotham apart.
 The conflict is so strong with him that it is only subconsciously that he begins the journey back
into his old lifestyle.
 When he shaves his mustache off, is a perfect example of this. It is when he reemerges onto the
scene as Batman that he remembers exactly how it felt: like second nature.
 For Batman, it is a journey of rediscovery with the realization that he is not the same man ne once
was. This version of the hero’s journey will be different for him.
 Which elements of the hero’s journey connect to this theme?
Carrie Kelly – Robin (Discovery)
 However, unlike those characters, Carrie Kelley is only just discovering her new identity as
Robin.
 Simply moves forwards with her new goal; she wants to join Batman and fight crime.
 Because Carrie is young, Carrie is just discovering this side pf herself. She is an ally and helper
on Batman’s heroic journey.
 Discussing her must be in connection with Batman.

Living with Double Identities


 Throughout the story, there are several characters that live with more than one identity.
 Sometimes this causes inner conflict, other times it does not. Either way, it can be tough
balancing act keeping two lifestyles separate.
Bruce Wayne – Batman
Carrie Kelley – Robin
Clark Kent – Superman

Violence as a means of gaining peace


Bruce Wayne – Batman
 Is Batman a vigilante or a crime fighter? Although his true mission is to restore peace to Gotham
Cirty, the way he goes about it is through violence

Morality
Bruce Wayne – Batman

Hero/Villains (Balance)
 Batman returns from retirement.

Feminism
 Carrie Kelley and Ellen Yindel both take positions of power. Neither is a damsel in distress, but
both take action to get what they want.
 Carrie Kelley, a teenager, saves up her lunch money to buy her costume to be robin and goes in
search of Batman.
 Yindel’s first action as police commissioner is to issue a warrant for Batman’s arrest. She is
unafraid and not intimidated by the Batman.
10/5/23 - Lecture: Elements of Dystopian Literature
Dystopias: Definition and Characteristics Utopia: A place, state, or condition that is ideally perfect in
respect of politics, laws, customs, and conditions.
Dystopia: A futuristic, imagined universe in which oppressive societal control and the illusion of a perfect
society are maintained through corporate, bureaucratic, technological, moral, or totalitarian control.
Dystopias, through an exaggerated worst-case scenario, make a criticism about a current trend, societal
norm, or political system.
Characteristics of a Dystopian Society
● Propaganda is used to control the citizens of society.
● Information, independent thought, and freedom are restricted.
● A figurehead or concept is worshipped by the citizens of the society.
● Citizens are perceived to be under constant surveillance.
● Citizens have a fear of the outside world.
● Citizens live in a dehumanized state.
● The natural world is banished and distrusted.
● Citizens conform to uniform expectations. Individuality and dissent are bad.
● The society is an illusion of a perfect utopian world.

Types of Dystopian Controls


Most dystopian works present a world in which oppressive societal control and the illusion of a
perfect society are maintained through one or more of the following types of controls:
● Corporate control: One or more large corporations control society through products,
advertising, and/or the media. Examples include Minority Report and Running Man.
● Bureaucratic control: Society is controlled by a mindless bureaucracy through a tangle of
red tape, relentless regulations, and incompetent government officials. Examples in film
include Brazil

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