There are 5 aspects a quest consists of, a quester, a place to go to, a stated reason to go, the challenges and trials en route, and the real reason to go. Without any of these 5 aspects, it won’t be a whole quest and the quester won’t gain any self knowledge on himself/herself for what the quest is really about. Even without the quest itself, none of this would happen. So, the question is, what is so important about these 5 aspects. So first before anything, the 2 most important things you need is the quest and the quester. To go into more detail, a quest would need a knight, a dragon, an evil knight/villain, the dangerous road, the holy grail/magical power, and the damsel in distress/princess. The quester would obviously …show more content…
The quester was the knight, the dragon and the evil knight/villain at their evil castle, the princess/damsel in distress, the dangerous road, the holy grail/magical power, and the quest itself. These are the aspects that are required to actually be a quest. The real reason for the knight to go on this quest was to reflect on himself and gain self knowledge. The real reason is never the stated reason a quester goes on a quest for. You can also see that theses 5 aspects are really important for a quest to be a quest. You might be wondering, What is a quest really? I’ll explain, a quest is simply a mission or an objective meant for a hero or a regular person to complete. It’s as simple as that. Overall, having these aspects is what’s important about actually having a quest. A little example of what quest is, if you didn’t get it, is like trying to get a job. You're the quester, the road to getting a job is difficult, depending on what kind of job you're aiming to get, you don’t have a dragon or an evil knight/villain, but there is the boss, the holy grail are your degrees, the damsel in distress/princess is money, the stated reason is to get money for you, but the real reason is to save up for your retirement, and/or your family. One more example is we as kids had only a stated reason to decide on what we want to become when we grow up, but go through life, get some experience,
-Every time a character sets out to do something it's a quest. The idea of a quest has evolved greatly, as literature has evolved.
A quest in a book consists of five aspects. A quester, a place to go, a reason to go there, challenges and trials, and a real reason to go there. Eragon, by Christopher Paolini, is a book that consists of all five aspects of a quest. Eragon is the quester in this novel. He lives a simple life, farming with his uncle and cousin. The place he goes is out of Carvahall, because he is running away from monstrous villains that want to find him and the dragon egg Eragon hatched. Eragon will travel through almost all of the country Alagaesia throughout his journey. The intended reason for Eragon to travel through Alagaesia is to avenge the monsters that killed his uncle Garrow. Eragon has to go through many challenges and trials before he finally avenges
2. A gathering around a meal often represents an act of communion. People come together to share thought, ideas, and conflicts. In “The Poisonwood Bible”, a particular scene occurs when there is a dinner at the church. The feeling around the dinner table was a sense of belonging and agreement, which matches up well with “How to Read Literature Like a Professor” view of a meal. As the meal proceeds, Kingsolver notes “He is Congolese all right, But he has different kind of eyes that slant a little bit like a Siamese” (Kingsolver 125). This
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.
Lastly, he lectures about the real reason of the quests rather than the stated reason; regardless of the initial reason, there is always an underlined reason, which Foster states as self-knowledge. This real reason explains why so many protagonists are young and inexperienced, for they have “a long way to go in the self-knowledge department” (Foster 3). Foster introduces an example of an unlikely quest: Thomas Pynchon’s Crying of Lot 49. The quester in Crying of Lot 49 is a young woman that is stuck in an unhappy marriage and is easily dominated by the men in her life. The destination is Southern California, however she also journeys toward an uncertain future. Her stated reason to go to Southern California, far from her home in San Francisco, is that she has been made the executor of the will for her deceased lover. She goes through numerous trials which include meeting many eccentric and chilling people, taking nightlong voyages through San Francisco, talking psychotic therapists out of shooting rampages, and involving herself in a postal conspiracy. Lastly, Foster tells us the real reason the character, Oedipa Maas, is on a quest. Oedipa is named after a character in Sophocles’ Oedipus the King, who doesn’t truly realize himself. The great challenge for Oedipa is that her security blankets, the males in her life, are gradually proven to be fake or unreliable. She is given the choice to either break down or forge on, regardless of the
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 1 the author explains the symbolic reasoning of why a character takes a trip. They don't just take a trip they take a quest. Structurally a quest has a quester, a place to go, a stated reason to go there, challenges and trials en route, and a reason to go there. Quests usually involve characters such as a knight, a dangerous road, a Holy Grail, a dragon, an evil knight, and a princess. The quest also involves the character to gain self-knowledge out of taking the adventure to the stated place where he or she is going.
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
In Foster’s How to Read Literature Like a Professor, it is stated that a quest consists of five things: a quester, a place to go, a stated reason to go there, challenges on the way, and a real reason to go there. In this particular situation, there is not just one quester, but instead and entire family: the Joads. They are headed to California in search of a steady job that will support them. On their way, they face money problems, car troubles, deaths, and issues with the government. The real reason to go there is always self knowledge in the eyes of Thomas Foster. The family learns that they must stick together and help each other and others out in order to survive. Without the help of their neighbors they would have perished of hunger and never would have made it into California. Unfortunately, they never actually reach the point where they have steady and happy lives. This is their Holy Grail. They were journeying toward something that they were never going to find in
Many people undertake missions, but why? Most are looking for what they most desire, to prove themselves, to achieve their long lasting dreams and goals, and changing their lives from the difficult to the simple. For example, Farah Ahmedi, went through all of these challenges to reach freedom, Aengus went searching for true love, and Rikki- TIkki Tavi wanted to prove himself and protect his “family”.These characters had different for doing what they did. Ahmedi was determined to survive any circumstances, while Aengus wanted to find the girl to have true love, and Rikki-Tikki wanted to be a true mongoose, killing and eating snakes. However all three were able to go through these obstacles and reach their goals.
Foster starts the first chapter off with a short hypothetical story. He introduces the main character, Kip, and the obstacles he faces on the way to carry out his mother’s groceries until he sees his crush, Karen, with one of the popular boys from school. This short story was actually a quest. It had everything it should consist of, “(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” (3 Foster). In the book, Percy Jackson & the Olympians: The Lightning Thief, there are examples of all the five requirements. First of all, we have a quester which is Percy Jackson, the son of a mortal and a God, Poseidon. He is living a normal life with his mother and stepfather
Foster breaks down the aspects of a journey to describe the quester, the destination, the stated reason, the challenges, and the real reason. The character who embarks on the journey, also known as the quester, has a defined reason to do so, whether it is to obtain an object, save one from the lurking dangers, or acquire life-saving knowledge. Along their way to reach their destination, they may encounter various challenges such as a physical barrier, a challenger/defender, or a personal obstacle they must face. Through whatever form it takes, these barriers force the quester to challenge their abilities and beliefs, which ultimately leads to them discovering personal knowledge previously unknown about themselves. Though the quester may have accomplished their stated goal of their journey, they return from their voyage often as a changed person as the real reason for their quest was to gain self-knowledge. After they finish their conquest, the quester realizes that the journey was more important than the destination whether they built upon their relationships with another, conquered a personal fear, or gained new found knowledge about themselves, altering their personality and their identity. Foster believes that every trip is a quest, and the quest is a revelation about one’s
When examining various cultural myths, one archetype keeps repeating—the image of the quest. This archetype functions with various different mythologies as a method of learning about the world, both its external features and what is inside the self. The quest comes from ancient origins and is found in Classical Western culture, but has been fine tuned through the generations. In its most modern interpretations, there are continuing elements of the age old myth, where extenuating circumstances or hubris, place the hero in turmoil and needing to find an answer. Having additional sexual charges, it is clear that through the quest, adulthood is not only reached but embraced. This answer represents a completeness of being,
The Five aspects of the QUEST are a questor, a place to go, a stated reason to go there, challenges and trials en route, and a real reason to go there. A questor is basically a character that is on a quest. The questor obviously needs a place to go and a reason to go to be persuaded to go on the quest. The challenges and trials en route will challenge his dedication and perseverance. In the end, the real reason is always the same, and the questor may not even realize what it is until their quest is over.
As Thomas Foster tells us, every quest has five different items. They consist of a quester, a place to go, a stated reason for going, challenges and trials on the way, and a real reason to go there. In the book The Hummingbird’s Daughter, by Luis Alberto Urrea, we find all these elements. The first, the quester, is our main character, Teresita Urrea. Her “place to go” is not a physical place, we learn, but rather her purpose in life. Teresita’s purpose is to bring peace: Teresita becomes a saint, and helps to bring peace between the Spanish people and the Natives who both inhabit Mexico. Her reason for bringing this peace is simply her desire to help others- and when she becomes a saint,