Structure

Call to Adventure

/kɔːl tuː ədˈvɛn.tʃər/ noun
IN ONE SENTENCE

The moment in the Hero's Journey where the protagonist is invited to leave their ordinary world and enter the unknown.

Definition

The call to adventure is the beat in Joseph Campbell's Hero's Journey where something or someone disrupts the protagonist's normal life and presents them with a challenge, a quest, or a problem that demands they leave their comfort zone. It might come as a literal invitation, a desperate plea for help, a mysterious discovery, or a threat that cannot be ignored. The key is that it offers the hero a choice: step into the unknown or stay safe. Most heroes, at least initially, choose to stay safe.

Why It Matters

The call to adventure does two things at once. It launches your plot by giving the protagonist a direction, and it reveals character by showing how they respond to disruption. A character who leaps at the call is fundamentally different from one who hides under the bed. How your hero responds to this moment tells the reader everything they need to know about who this person is at the start of the story, and sets up who they might become by the end.

Types of Call to Adventure

The Herald +
The Discovery +
The Threat +
The Internal Call +

Famous Examples

The Lord of the Rings — J.R.R. Tolkien

Gandalf reveals the true nature of Bilbo's ring and tells Frodo it must be destroyed. The call is delivered quietly in a hobbit hole, but the weight of it is enormous. Frodo does not want to go. He goes anyway.

Star Wars: A New Hope — George Lucas

Obi-Wan Kenobi tells Luke about his father and asks him to come to Alderaan. Luke refuses, citing his obligations to his uncle. The call has to come twice, once through Obi-Wan and once through tragedy, before Luke finally answers.

The Wizard of Oz — L. Frank Baum

A tornado literally picks Dorothy up and drops her in another world. Sometimes the call to adventure does not wait for you to RSVP.

Common Mistakes

Skipping the refusal

If your hero immediately says yes to every adventure, they feel reckless rather than brave. The refusal of the call, even a brief one, shows the reader what the hero stands to lose and what they are afraid of. That makes saying yes meaningful.

Making the call too vague

The hero needs to understand what they are being asked to do, even if they do not understand the full scope yet. 'Something bad is happening' is not a call. 'Your village will be destroyed in three days unless someone reaches the mountain' is a call.

Treating it as interchangeable with the inciting incident

They often overlap, but they are not identical. The inciting incident is the disruption. The call to adventure is the invitation to respond. In some stories they are the same beat; in others, the inciting incident happens first and the call follows.

Try It Yourself

Quick Exercise

Write the same call to adventure three different ways: once as a herald delivering news, once as a discovery the hero stumbles upon, and once as a threat that forces their hand. Notice how each version changes the hero's emotional response and the tone of the story. Pick the one that makes the hero's eventual yes feel most earned.

CONTINUE LEARNING
Planning & Structure
Decide early whether your hero's call comes from outside or inside. External calls tend to drive plot-heavy stories; internal calls drive character-driven ones.