1-3. The main idea of Chapter 1 Every Trip Is a Quest (Except When It’s Not) (pp.1-6) can be concluded in the following sentence: every story is a quest that consists of a person that has a reason to go to a certain place with challenges on one’s way which then leads the particular person (usually the main hero of a story) to the actual, or real, reason associated with self-knowledge, because the quest is always educational. 4. The next key words were identified in the chapter and serve as an informal outline of the chapter. At the beginning of the chapter, Foster gives a brief example of a quest: a knight (Kip), a dragon road (German shepherds), Holy Grail (wonder bread), one dragon (’68 ‘Cuda), evil knight (Tony) and a princess (the laughing girl). In other words, each story has a quester, a place to go to, along with stated reason to go there and unknown challenges and trials en route; however, at the end there is a real reason for the whole trip - self-discovery (Foster 3). The stated reason is …show more content…
There are many similarities between Gottschall and Foster’s ideas. At first, Foster talks about The Crying of Lot 49 which he refers to as to one of the best examples of all quest tales; in The Crying of Lot 49 the heroine meets scary and dangerous people, and involves herself into postal conspiracies. This is why Foster calls it one of the greatest quest books – it is entertaining, mystifying and has a defined quest. Moreover, that is what Gottschall talks about in the first chapter that humans are by nature story telling beings, and this is why we want to read, and write stories in the most entertaining way (20). The second example can be compared to ideas in Gottscchall’s book in chapter 3. According to Gottscchall, if there is no knotty problem, there is no story (49). That is exactly what Foster is claiming: every story has a quest which includes a challenge and a task, a trip and a goal; whereas, Gottscchall refers to it as to a
In a novel, when a character makes a trip it usually becomes to be a quest at one point. “… structurally. The quest consists of five things: (a) a quester, (b) a place to go, (c) a stated reason to go there, (d) challenges and trials en route, and (e) a real reason to go there” (Foster 3). Questers are so often young, inexperienced, immature, and sheltered, that it makes the real reason for the quest, self-knowledge.
In the first chapter of How to Read Literature like a Professor, Foster gives an example of a quest by making up a story about a boy named Kip. On the way to the supermarket to get some white bread, Kip encounters various difficulties including a German shepherd, the girl of his dreams hanging out with someone else(Karen), and his deeply humiliating bike in comparison to Tony Vauxhall’s Barracuda. After Kip reaches the store, he decides to lie to the Marine recruiter about his age in order to get away from his current way of life and the fact that the society he lives in revolves purely around wealth. Here Foster points out that a quest has already began and further enhances the concept of it by listing the five things that it consists of: the quester
As described in How to Read Literature Like a Professor by Thomas C. Foster, the five aspects of the QUEST include a quester, a place to go, a stated reason to go there, challenges and trials en route, and a real reason to go there. In The Catcher in the Rye, the quester is the protagonist Holden Caulfield and the place to go is simply his home in Manhattan, New York. The stated reason for Holden to go home is because he got expelled from his school, Pencey Prep in Agerstown, Pennsylvania, because Holden failed four of his classes. The challenges and trials en route of Holden’s quest include his adventures and interactions with people during the few days Holden was in New York before he was supposed to go home after getting expelled from Pencey
“The Hero’s Journey Defined” is an article by Anthony Ubelhor. The article goes over the way that John Campbell classified the way any story flows. It dips into the three main phases of the Journey, and the sub-phases within them. The first main idea and phase is the Departure, where the hero is hailed on to a journey, or quest. The Departure is the hero’s first step toward change and re-evaluation of themselves, and the world they live in, and they are helped along the way by many sources.
The first part of the Hero’s Journey is the Call to Adventure. When the main character gets a sign or something happens to them that is life changing that makes them realize that they have to fix it or do something about the problem at hand. The Call to Adventure happens when Jerome is killed by Officer Moorn, and he doesn’t know what to do now. This is the Call to Adventure for Jerome because he doesn’t know what to do, but on his journey to find himself, learns so many new things along the way.
Quest is a method where a literary work is broken down into five simple components. The five aspect of Quest consists of a quester, a place to go, a stated reason to go, challenges and trials, and a real place to go. This method can be applied to a novel by John Steinbeck, The Grapes of Wrath because many examples are peppered throughout the story.
In the first chapter of How To Read Literature Like A Professor Foster explains the dynamics of a quest. He informs the readers the real purpose of a quest. “The real reason for a quest is always self knowledge”
Quests help guide the player through the ideas of the developer, progressing them through new environments, introduce them to fictional characters, teach them how to engauge in combat, all while masking the experience in some form of narritive. It becomes an [[interactive]] experience for the players to both learn the game and enjoy themselves. In this form of developer led story telling, players are putting thier trust in what the creator of the game will provide for the time spent in game. We go into the game with little knowledge other than what assumptions we may already possess
In chapter one of “How to Read Literature like a Professor” by Foster, we learn the key elements of a quest. Structurally a quest consists of (a) a quester, (b) a place to go, (c) a stated reason to go there, (d) challenges and trials experienced on the way, and (e) a real reason to go there. According to Foster (pg 3), “The real reason for a quest never involves the stated reason”. The real reason for a quest is self-knowledge, which is why most questers are sheltered, immature, inexperienced, and young. We find this to be true in “Varjak Paw” by S.F Said and Dave McKean. Varjak Paw is a young Mesopotamian dark blue cat who is forced from his home into the streets in order to find a dog to aid him in saving his family. However in literature
For example, chapter 1 is Every trip is a quest, when foster is talking about the quest in his book he uses a sixteen-year old kid named kip who needs who had to make a trip to the store. When people say quest I think
Foster created a hypothetical story about sixteen year old Kip during the summer of 1968. While on his way to buy a loaf of Wonderbread, he encountered a German shepherd and saw his crush, Karen, playing around and laughing with the boy he hates, Tony Vauxhall. He goes on to share with readers that to the audience it may seem as an average teen running errands for his mother, while a true professor would have seen it as a quest where a knight had an unsuitable encounter with his enemy. A quest consists of a knight, a dangerous road, a Holy Grail, a princess, an evil knight, and a dragon: Kip, the knight, travels the dangerous road of German shepherds seeking a Holy Grail(a loaf of Wonderbread). During the quest he encounters a dragon(Tony’s Barracuda), an evil knight(Tony), and a princess(Karen). His comparison between the hypothetical story and the knight’s quest implies that the symbols and experience employed by the story are universal regardless of its time and/or place. The Crying of Lot 49, a book with “cartoonish elements”, is broken down to teach readers that quests come in different forms and literature will be better understood only if they strengthen their ability to discover a story’s intertextual connection(s). The only way to gain self-knowledge is to step back and dig deeper beyond the story’s surface; use interpretation to find the real reason for the quest, remembering that “always” and “never” have no meaning
In Zora Neale Hurston’s novel Their Eyes Were Watching God, the protagonist Janie is on a quest throughout the novel because she overcomes difficulties in the form of social prejudice, sexism, and racism in order to achieve self-worth and self-knowledge. This directly corresponds with Foster’s criterion of the five essential components a quest involves.
Throughout many novels the protagonist begins on a quest to find self knowledge and awareness. In this novel, How to Read Like a Professor, Foster explains that there are five parts of a quest. These parts are the quester, a place to go, a stated reason to go, challenges and trials, and the real reason they go which may not actually be known by the quester. By using the movie Shrek I will explain how the parts of a quest are used. The first part of a quest is the quester which is basically the protagonist of the story.
Most journeys taken on by heroes consist of 12 stages that lead them to what they’re searching for. The first stage is exploring the ordinary world. The first stage consists of meeting the character and clarify the journey before they take the challenge on. Every journey involves a journey that disrupts the ordinary world. Learning about the ordinary world helps the reader understand the journey and the new world the hero will have to explore. The next stage is learning about the call to adventure. The call to adventure disrupts the ordinary world by presenting a challenge or quest that was be undertaken. The call shows what will happen to the ordinary world if the challenge is not accepted. Most of the heroes have to choose between two calls
The five aspects of a quest are ( A.) a quester, ( B.) a place to go, ( C.) a started reason to go there, ( D.) challenges and trials en route, ( E.) and a real reason to do there. “Once you figure out quest, the rest is easy”. The started goal fades away throughout the story line and a new one is created. In the movie The Wizard of Oz the ( A.) Quester is a young, naive Dorothy, who is from Kansas. Dorothy is caught in a tornado and lands in the Land of Oz. ( B.) A Place To Go: When Dorothy arrives in Oz she finds out the only person the can get her back home is The Great and Powerful Wizard of Oz, who lives in the Emerald City, and the only way to get there is to follow the Yellow Brick Road. ( C.) As Stated Reason To Go There: Dorothy wants