The hero's journey for screenwriters

Joseph Campbell traced one pattern through myths from many cultures, and Christopher Vogler turned it into twelve stages for film. Each stage gets a plain explanation and a rough place in the script. Then L. Frank Baum's The Wonderful Wizard of Oz shows all twelve at work in a story most people know.

By the Scriptopus teamAbout 11 minutes to readOctober 2026

Campbell's monomyth

In 1949 Joseph Campbell, who taught literature at Sarah Lawrence College in New York, published The Hero with a Thousand Faces. He had read myths, folk tales and religious stories from many cultures and argued that a great number of them follow the same underlying path. He called that path the monomyth, a word he borrowed from James Joyce's Finnegans Wake.

In outline, someone leaves the everyday world for a strange and dangerous one, comes through a great trial there, and brings back something that changes life for the people at home. Campbell traced it through seventeen stages in three parts. Few stories use all seventeen, and Campbell wrote as a scholar of myth, with no screenwriters in mind.

PartCampbell's stages
DepartureThe Call to Adventure; Refusal of the Call; Supernatural Aid; The Crossing of the First Threshold; The Belly of the Whale
InitiationThe Road of Trials; The Meeting with the Goddess; Woman as the Temptress; Atonement with the Father; Apotheosis; The Ultimate Boon
ReturnRefusal of the Return; The Magic Flight; Rescue from Without; The Crossing of the Return Threshold; Master of the Two Worlds; Freedom to Live

The book reached film through George Lucas, who has said it helped him shape Star Wars (1977).

Vogler's twelve stages for screenwriters

In the 1980s Christopher Vogler, then reading scripts as a story analyst for Disney, wrote a seven-page memo called A Practical Guide to The Hero with a Thousand Faces. It applied Campbell's pattern to films and was passed around widely in Hollywood. Vogler later expanded it into a book, The Writer's Journey, first published in 1992 and revised several times since, and he contributed to the story of Disney's The Lion King (1994).

He cut Campbell's seventeen stages to twelve, gave them plainer names, and laid them over the three acts screenwriters already used. When screenwriters talk about the hero's journey today, it is usually Vogler's version they mean.

The twelve stages

The positions in brackets are ours and approximate: a share of the script, and the page it suggests in a 110-page feature. Vogler places the stages act by act and leaves the pages to the writer.

  1. Ordinary World (the first tenth, pages 1 to 10). The hero at home before anything happens, with what they lack or long for in plain view, so the audience has something to measure the change against.
  2. Call to Adventure (about 10%, page 11). A problem, a message or a chance arrives that the ordinary world can't absorb. It might be a letter, a summons, a death in the family or a storm.
  3. Refusal of the Call (10 to 15%, pages 11 to 17). The hero hangs back, out of fear, duty or plain reluctance. The hesitation shows what they stand to lose. When the hero is eager, someone near them often voices the doubt in their place.
  4. Meeting with the Mentor (about 20%, page 22). Someone gives the hero what they need to set out: advice, training, a gift, or the push they were waiting for. The mentor can also be a book, a memory or a code the hero lives by.
  5. Crossing the First Threshold (about a quarter, page 27). The hero commits and enters the special world. Act One ends here, and after this point going back is no longer easy.
  6. Tests, Allies and Enemies (25 to 45%, pages 27 to 50). The hero learns how the new world works, finds out whom to trust, and is tested along the way. Much of a film's entertainment lives in this stretch.
  7. Approach to the Inmost Cave (45 to 50%, pages 50 to 55). The hero and the allies close in on the place where the central danger waits. Plans are made and go wrong, and the tension tightens.
  8. The Ordeal (about halfway, page 55). The greatest danger yet. The hero comes close to death, literally or in some other sense, and part of who they were doesn't survive it. In most films it sits near the midpoint, though some push it later.
  9. Reward (55 to 65%, pages 60 to 72). Having come through, the hero takes hold of what they came for. Sometimes it is an object or a secret, and sometimes it is a reconciliation with someone they had lost. Vogler also calls this stage Seizing the Sword.
  10. The Road Back (about 75%, page 82). The hero sets off home, or is driven out, and the forces they defied come after them. This is the turn into Act Three.
  11. Resurrection (85 to 95%, pages 94 to 105). The climax. One final test, harder than the ordeal, in which the hero has to use everything the story has taught them and nearly loses. What they do here proves the change.
  12. Return with the Elixir (the last pages). Home again, the hero brings back something that matters there. In myth it is a cure or a treasure; in most films it is what they learned by living through the story. Set the closing scenes beside the opening ones and the difference should be easy to see.

A worked example: The Wonderful Wizard of Oz

L. Frank Baum's novel of 1900 is in the public domain and follows the twelve stages closely. The details are the book's, which differs in places from the 1939 film: Dorothy's shoes are silver, for one, and the good witch who meets her is the Witch of the North. There are 24 chapters.

StageChapterIn the book
Ordinary World1A grey Kansas farm under a baking sun, a worn-out aunt and uncle, and Toto, the one bright thing in Dorothy's life.
Call to Adventure1A cyclone lifts the farmhouse, with Dorothy and Toto inside, and carries it off.
Refusal of the Call2The house comes down in the country of the Munchkins and kills a wicked witch. Everyone celebrates. Dorothy only wants to know the way back to Kansas.
Meeting with the Mentor2The Witch of the North kisses her forehead, leaving a mark that will protect her, gives her the dead witch's silver shoes, and sends her to the Wizard in the Emerald City.
Crossing the First Threshold3She sets out along the road of yellow brick.
Tests, Allies and Enemies3 to 10The Scarecrow, the Tin Woodman and the Cowardly Lion join her, each wanting something from the Wizard. A ditch, the Kalidahs, a river and a poppy field test them on the way. At the city gates a guardian locks green spectacles onto every visitor.
Approach to the Inmost Cave11 to 12The Wizard receives each of them in a different form and sends them west to kill the Wicked Witch. She sets wolves, crows, bees and soldiers on them, then the Winged Monkeys, who carry Dorothy and the Lion to her castle.
The Ordeal12Dorothy is made to work in the witch's kitchen. When the witch tricks her out of one silver shoe, Dorothy loses her temper, throws a bucket of water over her, and the witch melts away.
Reward13 to 14She frees the Winkies, the friends are found and mended, and she takes the witch's Golden Cap, which can command the Winged Monkeys three times.
The Road Back15 to 17In the Emerald City, Toto knocks over a screen and the great Wizard turns out to be an ordinary man from Omaha. He gives the friends brains of bran and pins, a silk heart and a drink of courage, and builds a balloon to take Dorothy home. It leaves without her while she is chasing Toto.
Resurrection18 to 23She sets off south to Glinda. Fighting trees, a country of china people and the Hammer-Heads stand in the way, and the Lion kills a giant spider. Glinda takes the Golden Cap to send each friend to the land he will rule, then tells Dorothy the silver shoes could have taken her home on her first day.
Return with the Elixir24She knocks her heels together three times and asks to be taken home to Aunt Em. The shoes fall off somewhere over the desert, and she lands in her stocking feet beside a new farmhouse, with Aunt Em running out to meet her.

Look closely and the book bends the pattern in places. The cyclone does most of the threshold's work, throwing Dorothy into the special world before she can choose it, so her setting out in chapter 3 is a quieter crossing than most. The ordeal falls at the end of chapter 12 of 24, exactly halfway. The resurrection is gentle, and its test is a discovery: the way home was on her feet from the start, and she learns it only once each of her friends is settled. She brings back no treasure either. The elixir is the grey farm itself, seen by a girl who spent the whole book trying to get back to it.

The stages and the three acts

Vogler fitted his stages to the act structure screenwriters already knew, so the two line up closely. The turning points of three-act structure fall on particular stages.

ActStagesTurning point
Act OneOrdinary World, Call to Adventure, Refusal of the Call, Meeting with the Mentor, Crossing the First ThresholdThe call is the inciting incident; the threshold is the first plot point.
Act TwoTests, Allies and Enemies; Approach to the Inmost Cave; The Ordeal; RewardThe ordeal usually sits at the midpoint.
Act ThreeThe Road Back, Resurrection, Return with the ElixirThe road back is the second plot point; the resurrection is the climax.

Against the fifteen beats on our beat sheet, the call falls near the Catalyst, the threshold at Break into Two and the ordeal by the Midpoint.

In ScriptopusHero's Journey is one of the structures the Beat Board offers before you start, and one of the frameworks in Story Canvas's Structure panel. The app's version has eleven stages: it keeps most of Vogler's names, has no separate stage for the approach or the resurrection, and ends on one called Transformation. On the Beat Board each stage becomes a sequence with a share of your runtime. In Story Canvas the panel joins the stages in a loop, the last back to the first, or places each at its minute on a timeline. Both are in the free plan.

The archetypes

Drawing on Campbell and on the psychologist Carl Jung, Vogler also describes a cast of character types that keep turning up in these stories. He treats them as roles a character plays at a given moment, so one character can move between several. In Oz most of them are easy to spot.

  • Hero. The character whose change the story follows. Dorothy.
  • Mentor. Teaches, equips or protects the hero. The Witch of the North, and later Glinda.
  • Threshold guardian. Stands at the entrance to a new stage and has to be passed, persuaded or won over. The Guardian of the Gates, with his box of green spectacles.
  • Herald. Announces that change is coming. It is often an event, and in Oz it is the cyclone.
  • Shapeshifter. Hard to pin down, and never quite what they seem. The Wizard meets each visitor in a different form: a great head, a lovely lady, a terrible beast, a ball of fire.
  • Shadow. The force that opposes the hero, often a dark reflection of them. The Wicked Witch of the West.
  • Ally. The companions who help along the way: the Scarecrow, the Tin Woodman, the Lion, and for a chapter the Queen of the Field Mice.
  • Trickster. Brings mischief, and punctures pretension. The Wizard turns out to be one of these too, a humbug who admits it when he is caught.

When the shape suits a story

The hero's journey suits stories in which somebody goes somewhere: quests, adventures, coming-of-age stories, a stranger arriving in an unfamiliar place. It also works when the special world is a new job, a love affair or a grief, as long as there is a clear crossing into the unknown and a return of some kind.

It fits less well when the story is about staying put, when several characters share the lead, or when nobody comes back. Tragedy breaks the pattern on purpose: the hero crosses the threshold and the return never comes. A slow portrait of a marriage or a town has no single crossing to build on.

The bigger risk is the mould. Pushed through all twelve stages, very different stories end up with the same mentor speech at the same minute and the same brush with death in the third act, and audiences notice. Writers who use the model well tend to treat the stages as questions to put to a draft, such as who plays the mentor here and where the threshold really is.

The criticism

Campbell's scholarship was questioned early. Folklorists have argued that he picked the myths that fit his pattern and passed over the many that don't, and that his idea of the hero leans heavily on male adventurers. The writer and therapist Maureen Murdock answered with The Heroine's Journey (1990), after Campbell had told her, by her account, that women didn't need to take that road at all.

Among film people the complaint is sameness, and the twelve stages often take some of the blame for big studio films that feel alike. Vogler himself presents them as flexible, there to be reordered, merged or skipped.

Download the hero's journey sheet

The twelve stages on a planning sheet, each with a line on what it does, where it tends to fall in a 110-page script, and a box for your own story. A second page lists the archetypes, so you can note who plays each role, and has the Oz example filled in.

Print it

Two pages: the twelve stages, then the archetypes and the Oz example.

Fill it in on screen

The same sheet as a Word file, which Pages and Google Docs also open.

Questions

How many stages does the hero's journey have?

Campbell's monomyth has seventeen, in three parts. Vogler's version for screenwriters has twelve. Dan Harmon's story circle reduces the pattern to eight.

What's the difference between Campbell's version and Vogler's?

Campbell was describing myths, with a scholar's interest in religion and psychology. Vogler adapted the pattern for screenwriters in plainer language and fitted it to three acts. Some of Campbell's stages, such as the meeting with the goddess, have no place of their own in Vogler's list, and their work happens inside the ordeal and the reward.

Do I need all twelve stages?

No. Most films merge or skip some. The refusal is often brief, the mentor can be absent or inside the hero's head, and the call and the threshold can arrive together, as the cyclone does in Oz.

Is Star Wars based on the hero's journey?

George Lucas has said Campbell's book helped him shape it, and it is the film most often used to teach the stages. Plenty of older stories fit the pattern too, which was Campbell's point.

Sources and further reading

  1. Joseph Campbell, The Hero with a Thousand Faces (1949), for the monomyth and its seventeen stages.
  2. Christopher Vogler, The Writer's Journey: Mythic Structure for Writers (first published 1992), the book that grew from his Disney memo, for the twelve stages and the archetypes in full.
  3. Maureen Murdock, The Heroine's Journey (1990).
  4. L. Frank Baum, The Wonderful Wizard of Oz (1900), at Project Gutenberg.

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