This is a theory written by Vladimir Propp and Tzvetan Todorov which states that in all stories, each character will fit in to at least (possibly more) one of eight character profiles, and each story will make use of a variety of 31 different 'sections' to make a narrative.
After analysing a hundred Russian folk tales, Propp and Todorov decided that each character would fit in to at least one of eight profiles:
- The Villain - Struggles against the hero.
- The Dispatcher - Character who informs the hero on lack and sends him on his quest.
- The (magical) Helper - Helps hero during quest.
- The Princess/Prize - Hero deserves to marry her, but cannot
throughout the film because of the villain, often the quest is ended
with the Hero and the Princess getting married.
-
Her Father - Gives Hero task and identifies False Hero, Propp noted
that the Princess and the Father cannot be clearly distinguished.
-
The Donor - Prepares the Hero
- The Hero or Victim/ Seeker Hero - Reacts to the donor and gets married to the Princess
-
False Hero - In order to marry the Princess, he takes credit for the Heroes actions to impress her.
The theory does state that each character must fit in to one of these profiles, but not ONLY one. E.G, the Father may also be the Villain.
Once these have been established, it can be predicted what the character will do within the story, as each profile has per-detirmined actions relating to their role in the narrative.
After the characters are decided and the initial idea for the narrative is chosen, what happens in the story can then be broken down in to 31 different sections, which are as follows:
1. Absentation
- This section usually includes a member of a family to leave the
security of their home. The instant division of family/lack of security
at such an early stage in the film immediately injects the storyline
with tension. This particular character usually ends up being the
hero/heroin of the story, and usually returns to rescue a member of
their family. The hero will be shown as an ordinary person in this
section but will be perceived in a different way after they overcome a
courageous situation and prove everyone they are the rightful heroes.
2. Interdiction
- The hero or main character is given an interdiction and warned against
doing something. An example of this would be where there is a sign
prohibiting access to a particular place, and at this point the hero has
to decide whether to carry on in his quest or not. The hero always ends
up taking the prohibited/dangerous route, this helps arise suspense for
the viewers.
3. Violation of Interdiction
- When the hero has entered the prohibited place, the villain is
introduced. This usually results in misfortune and involves many
obstacles for them to overcome. The whereabouts of the villain is not
always clear to the hero; this is because usually the villain is lurking
around without hero knowing. Another probable situation is to place the
villain at the heroes’ family home threatening to cause harm to the
family members.
4. Reconnaissance
- The villain attempts to reconnaissance. Usually, the villain tries to
find valuable family possessions or even take the children or young
family members to obtain desired information. Children are often taken
because they are perceived to be vulnerable and helpless, which may be
the villains’ tactful thinking as he can obtain the desired information
with ease. This also gives the chance for the hero to shine as he can
save them from the evil grasp of the villain. However, this technique is
often undertaken by the villain to lure the hero into confrontation and
result in the meeting of the two vital characters.
5. Delivery
-Villain seeks to meet hero, already knowing why he is special. At this
point the villain receives some of the acquired information, usually
through the innocent and frightened family member.
6. Trickery
-Often at this particular point the villain and hero/victim have yet to
meet, or have only briefly met prior to this point. Tricking takes place
in this section, usually this includes gaining the confidence of the
hero/victim by using tactful tricks and disguises. This is done to fool
the hero/victim into the villain is in actual fact a friend. At this
point the villain has also taken somebody close to the hero/victim as a
hostage and requires the hero to supply the villain with certain
information or possessions.
7. Complicity
-Hero/victim is taken in by the villains’ disguises and deception. Due
to the false confidence that has been provided by the villain they
naively help him without knowing that the information he is obtaining
from them is working against the good.
8. Villainy or Lack
-Either friend of hero or family member desire or lack something that
can be provided by the villain. Villain usually offers what is desired
in exchange of some important information on the hero. An alternative to
this is that usually the villain inflicts pain onto one of the
characters closest to the hero. This can range from forced marriage to
death.
9. Mediation
- Villainy or lack is discovered or made known to the hero.
10. Beginning Counter-action
-At this point, the ordinary person needs to make an important decision
which will set out a course of strenuous obstacles that will define the
mantle of heroism.
11. Departure
- Hero leaves home.
12. First Function of Donor
- The donor tests, interrogates and attacks the hero which allows preparation to defeat the villain.
13. Hero's Reaction
-Hero reacts to what is being inflicted by future donor/helper; this
could be by failing tests presented to the hero or even refusal to
submit entirely.
14. Receipt of Magical Element
- Hero acquired consumption of a magical element.
15. Guidance
- Heroes location changed to lead onto whereabouts of an object of the search.
16. Struggle
- The hero rebels and forms situation that leads to a confrontation with the villain, which usually results in direct combat.
17. Branding
- The hero is 'branded' by the villain during the combat; this is
usually a serious wound that leads the audience to believe that the
villain may win the battle. This helps arise suspense and tension for
the audience.
18. Victory
- After 'branding' the hero somehow finds it within him to gather enough
strength to defeat the villain and claim his rightful victory.
19. Liquidation
- The villainy or lack is resolved or overcome by the defeat of the villain and normality is replaced.
20. Return
- After the quest is over, the hero returns to his family home.
21. Pursuit
- On the way back to his home, the hero is pursued. The pursuer usually intends on killing or seriously harming the hero.
22. Rescue
- The hero is rescued from the pursuer; this is sometimes done by using
obstacles and delaying the pursuer or by the hero going into hiding.
23. Unrecognised Arrival
- Hero is placed in an unfamiliar place, usually in another country, where he is unrecognised.
24. Unfounded Claims
- The false hero is now introduced, interpreting original heroes’ acts.
25. Difficult Task
- The hero is proposed with difficult tasks to prove that he is who he
claims to be. This can be done through various tests and riddles.
26. Solution
-The tasks and riddles proposed to the hero are successfully overcome and his identity is reclaimed.
27. Recognition
- The hero is recognised, usually through the 'branding' earlier inflicted by villain.
28. Exposure
- False hero is finally exposed by the real hero.
29. Transfiguration
- The hero is given a new appearance; this is usually done by the use of new garments resulting from his courageous act.
30. Punishment
- Villain/False Hero is punished. This is usually done by imprisonment or banishment.
31. Wedding
- Hero marries and is rewarded for completing the torturous quest and overcoming the villain and other evil characters.
(Taken and re-worded from http://media-studies-thriller.blogspot.co.uk/2011/03/vladimir-propps-narrative-theory.html)