Archetypes
Universal characters and story structures we are born with — like instinct. We meet them in stories and dreams, and the best theatre games activate them. Every wayfarer’s journey follows one story.
Archetypes are universal constructs we are born with, like instinct and genetic patterning. Our life experiences activate an archetype while many others stay dormant.
We meet them in Story and Dream. We also meet people embodying an archetype.
Character Archetypes
A total list would be wide and deep. Character archetypes include:
Mother and Father (both Good and Bad) • Simpleton (youngest or least socialized child in a family) • Old Man or Woman • Stepmother and Stepfather (both Good and Bad) • King or Queen (both Good and Bad) • Fairy Godmother • Witch (both Good and Bad) • Fairy (both Good and Bad) • Animal: Dragon, Bear, Horse, Dolphin, Eagle, others • Friend • Troll • Goblin • Elf • Warrior • Devil • Saint • Bully • Angel • Giant • Magician (both Good and Bad) • Trickster • Hunter
All these characters are tucked inside of us, awaiting awakening in all their ambiguity.
Archetypal Situations
Again the list is wide and deep. First sentences in a story, play, or movie set up the situation and plot:
- Mother/Queen/Father/King is sick or dead
- Stepmother, Missing Father
- Family is poor
- Something has been stolen or gone missing
- Someone needs to marry
- There is a famine or other destitution that needs healing
- An other-reality character appears and disturbs the community
Archetype of Plot — One Story
Finally the story itself — the plot and action — is an archetype. The audience knows the youngest daughter will marry the prince: the intellectual interest is in how that will happen in this version; the healing is in the heart’s reassurance as the old story works out for the best once again. The first function of a story is to reinforce or restore hope. Both children and adults often feel they are in seemingly hopeless situations; the stories are gifts from our ancestors to comfort us and teach us what to do when we feel hopeless.
One Story Structure
In every story the hero or heroine — the wayfarer — takes a journey. It involves leaving the current situation, finding the way through a series of adventures and learning from them, and returning home.
The elements of the story do not need to be in the order of the drawing, but for the archetype to reach its fullest potential they all need to be present before The End.
One Story Archetype in an Individual’s Life
Each person’s life is also structured as an earthly journey from birth to death. And there are many stories that occur as the wayfarer makes that overall grand arc. There is learning to walk, to go to school, to be in relationship — even a single day can follow the one story plot.
A wayfarer may make this journey without leaving the physical house in which they live. Each story is about the personal development of the wayfarer, and what the wayfarer learns changes what happens in the house.
Performance and Post Performance
Once the audience enters the story and recognizes the characters, it is up to the players to maintain the magic. Archetypes capture the audience members so completely that they are in the place of the play, not in the audience hall. “I was transported to another world,” they might say afterwards. Children drift into the playing space, wanting to be part of what is going on. Sloppy or ego-centered actors can destroy the fragile archetypal world, and the audience, wrenched away, often responds with anger.
The play’s conclusion is also critical, for the audience, like the character reaching Home Again, needs to come back and be in this world.
Curtain calls are about this return to reality — the audience sees the character but also sees the actor who played the character. If children act out the story on the playground, and go on to give the characters new adventures, we know we have given a permanent gift.
For children and for many adults the inner reality of the play is alive in them forever. Old Japan or the Giant’s House exist somewhere, and the audience members can imagine themselves there in their imagination. They remember the characters’ solutions on the Road of Trials, and know they will emerge from the Nigredo transformed. That knowledge is the comfort (with strength) of the One-Story Archetype.
Other Player Resources
-
Theatre Games
An action-packed, performance-based method for individual and group development — a delivery vehicle for one or more of the five DT:FC competencies.
-
Fearless Creativity
The belief that you have the talent, intelligence, intuition, and passion to solve any creative challenge. Coined by Roger Holzberg, it starts with ‘Say Yes, and…’ — and the five DT:FC competencies are how you build it.
-
Players
The DT:FC term for everyone who participates in a theatre game — never 'actors.' The word signals that all participants are active creators, regardless of experience, age, or ability.
-
Facilitation
Facilitation is holding space for authentic creative risk-taking — guiding the process while trusting players to discover their own artistic truth.