Propp’s Narrative Functions
The 31 functions:
1.
A member of a
family leaves home (the hero is introduced as a unique person within the tribe,
whose needs may not be met by remaining)
2.
An interdiction
(a command NOT to do something e.g.'don't go there', 'go to this place'), is
addressed to the hero;
3.
The hero ignores
the interdiction
4.
The villain
appears and (either villain tries to find the children/jewels etc; or intended
victim encounters the villain);
5.
The villain gains
information about the victim;
6.
The villain
attempts to deceive the victim to take possession of victim or victim's
belongings (trickery; villain disguised, tries to win confidence of victim);
7.
The victim is
fooled by the villain, unwittingly helps the enemy;
8.
Villain causes
harm/injury to family/tribe member (by abduction, theft of magical agent,
spoiling crops, plunders in other forms, causes a disappearance, expels
someone, casts spell on someone, substitutes child etc, commits murder,
imprisons/detains someone, threatens forced marriage, provides nightly
torments); Alternatively, a member of family lacks something or desires
something (magical potion etc);
9.
Misfortune or
lack is made known, (hero is dispatched, hears call for help etc/ alternative
is that victimised hero is sent away, freed from imprisonment);
10.
Seeker agrees to,
or decides upon counter-action;
11.
Hero leaves home;
12.
Hero is tested,
interrogated, attacked etc, preparing the way for his/her receiving magical
agent or helper (donor);
13.
Hero reacts to
actions of future donor (withstands/fails the test, frees captive, reconciles
disputants, performs service, uses adversary's powers against them);
14.
Hero acquires use
of a magical agent (it's directly transferred, located, purchased, prepared,
spontaneously appears, is eaten/drunk, or offered by other characters);
15.
Hero is transferred,
delivered or led to whereabouts of an object of the search;
16.
Hero and villain
join in direct combat;
17.
Hero is branded
(wounded/marked, receives ring or scarf);
18.
Villain is
defeated (killed in combat, defeated in contest, killed while asleep, banished);
19.
Initial
misfortune or lack is resolved (object of search distributed, spell broken,
slain person revived, captive freed);
20.
Hero returns;
21.
Hero is pursued
(pursuer tries to kill, eat, undermine the hero);
22.
Hero is rescued
from pursuit (obstacles delay pursuer, hero hides or is hidden, hero transforms
unrecognisably, hero saved from attempt on his/her life);
23.
Hero
unrecognised, arrives home or in another country;
24.
False hero
presents unfounded claims;
25.
Difficult task
proposed to the hero (trial by ordeal, riddles, test of strength/endurance,
other tasks);
26.
Task is resolved;
27.
Hero is
recognised (by mark, brand, or thing given to him/her);
28.
False hero or
villain is exposed;
29.
Hero is given a
new appearance (is made whole, handsome, new garments etc);
30.
Villain is
punished;
31.
Hero marries and
ascends the throne (is rewarded/promoted).
Although the plot is driven by the actions and choices of the hero (the protagonist), these narrative functions are spread between the main characters. Propp also defined these character categories: the villain, who struggles with the hero (formally known as the antagonist)
• the donor,
• the helper,
• the Princess, a sought-for person (and/or her father), who exists as a goal and often recognizes and marries hero and/or punishes villain
• the dispatcher,
• the hero, who departs on a search (seeker-hero), reacts to the donor and weds
• the false hero (or antihero or usurper), who claims to be the hero, often seeking and reacting like a real hero (ie by trying to marry the princess)
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