PROPP'S NARRATIVE THEORY:
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).
PROPP'S CHARACTER THEORY:
Vladimir Propp developed a character
theory for studying media texts and productions, which indicates that
there were 7 broad character types in the 100 tales he analysed, which
could be applied to other media:
1. The villain
(struggles against the hero)
2. The donor (prepares
the hero or gives the hero some magical object)
3. The (magical)
helper (helps the hero in the quest)
4. The princess
(person the hero marries, often sought for during the narrative)
5. The false hero
(perceived as good character in beginning but emerges as evil)
6. The dispatcher
(character who makes the lack known and sends the hero off)
7. The hero [AKA
victim/seeker/paladin/winner, reacts to the donor, weds the princess
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