THREE PARTS OF QUEST (Call, Journey, & Return).

Call to Adventure  - In the Call (or separation) the organization (or individual) becomes aware that they must change and transform. Various Heroes are called to take the journey. In classic mythology, the hero reluctantly leaves the homeland. 

Individual – The hero is summoned to follow his/her personal beliefs, desires, and values on a journey. This can be a positive journey, per the maturing and growth of people in their careers and family. It can be a negative journey, per the destructive behavior prevalent in addition.

Organization – The call for the hero to explore markets and opportunities. This can be positive in terms of new business. From a negative perspective the organization can stay on the current path to long or get into a new market to late.

The Journey - This is a time of initiation and transformation. The Hero and companions leave on a journey where they fight many battles and discover many things about themselves and strange new worlds. In organizations this can be a time of innovation, discovery, and reform. Along the journey a series of obstacles are encountered, each more menacing until the final encounter. In individual journeys there is an encounter with the self, in some organization journeys a great enemy or an abyss must be overcome. 

Individual – The transformation. Positive journeys would be the becoming a doctor or lawyer, and a negative journey would be the becoming a criminal. New values (+/-) get discovered and implements.

Organization – Organizational development of structure, customers, markets, and process is oftentimes presented as a quest, as going on a journey of renewal or transformation.  Some quests lead to higher returns, while others are a wasteful adventure.  Different people in an organization will have quite different interpretations (+/-) of the same organizational quest.

 

The Return - The Hero and companions return with the "boon" or magic elixir.  The elixir is able to transform or save the community.

Individual – Who you have become. To become the triumphant hero or a villain.

Organization – Boon is the magic, the elixir, the great discovery made on the journey that is brought back to the community or organization to save the day. To discover the right boon can save a business.  The wrong boon can spell disaster

In sum, there are positive Quests that transform organizations and there are negative Quests that leave organizations all the worse.

To find out about Joseph Campbell and more everyday examples, please press green arrow.

Press Left Arrow to go Back and Right Arrow if you want to know more.