United We Transform | Facilitator run sheet

Hero's Journey Agenda

The facilitator illustrates a circular narrative arc live on a board, mapping the day's tasks, breaks, and deliverables to the stages of a hero's mythic journey. Participants test expectations against the visual roadmap before entering the working sessions.

15 minutes | 4 to 24 people

Choose this exercise

Purpose: Map workshop blocks to an explicit narrative structure so participants understand the sequence, challenges, and intended outcomes of the day.

Use it when: At the start of an intensive full-day or multi-day workshop where participants face hard problem-solving or complex ambiguity.

Skip it when: In short status meetings, routine operational syncs, or when a plain chronological list meets the group's needs faster.

Group arrangement: Whole-room presentation with brief individual or paired checks.

Timing: Source specifies 10 to 15 minutes. UWT standardizes on 15 minutes to allow participant validation.

Materials and tools

Before participants arrive

  1. Ensure all participants have an unobstructed line of sight to the whiteboard or digital canvas.
  2. Have meeting objectives, break timings, and exercise titles ready to map onto the arc.

Say this to open

Today we will map out our agenda not as a dry schedule, but as a classic story arc. Every hard collaborative project moves from ordinary work into unfamiliar challenges and returns with practical tools. I will sketch the stages on the board. As I draw each part, see where your own questions and expectations fit into this path.

How to run it

  1. Establish the World and the Call 4 minutes

    Draw a large circle on the board. Draw a horizontal wavy line across the middle and label the top half 'Known' and the bottom half 'Unknown'. Mark a stick figure at 12:00 (Ordinary Life). At 1:00, write 'The Call' and state the meeting purpose and why the group gathered. At 2:00, draw two stick figures labeled 'Helpers/Mentors', mapping them to tools, guest speakers, or ground rules used today.

  2. Map Pitfalls and the Deep Pit 4 minutes

    Draw a coffee cup across the threshold around 3:00 to mark the first break. Between 4:00 and 5:00, sketch barbed wire or an explosion and label it 'Problems & Pitfalls', explaining the morning brainstorming or problem-definition phase. At 6:00, write 'The Pit' (the midday pause or lunch break), identifying it as the point where the problem space feels deep, messy, or uncomfortable before solutions emerge.

  3. Map New Powers and the Return 4 minutes

    At 7:00 to 8:00, draw a star or cape labeled 'New Powers', identifying the afternoon prototyping, decision-making, or action-planning work. At 10:00, write 'The Return' across the threshold back into the Known world. Explain how the final block produces concrete outputs, slide decks, or next steps to take back to regular work.

  4. Check Expectations and Confirm Path 3 minutes

    Invite up to three participants to state where their biggest anticipated hurdle or desired outcome lands on the circular map. Confirm or adjust the timeline, then transition into the first working session.

Debrief questions

Finished output: A visible, persistent agenda diagram on a wall or screen that serves as a progress tracker throughout the session.

Remote

Open a blank canvas on a digital whiteboard tool (such as Miro or Mural). Share your screen so remote participants watch you sketch the circle, threshold, and stage icons in real time using digital pens or shape libraries. Keep the completed board open in a persistent tab for reference.

Hybrid

Position a dedicated webcam facing the physical board so remote members can watch the live sketch, while a co-facilitator mirrors the drawing on a shared digital board. Remote and in-room participants take turns voicing their expectations in Step 4.

Access and participation choices

If the session gets stuck

Participants dismiss the metaphor as childish or irrelevant to serious corporate work.
Briefly link the story steps to concrete business phases: problem framing (pitfalls), discovery (the pit), solution design (powers), and rollout planning (the return).
The facilitator spends too long perfecting the artwork and runs out of time.
Use basic stick figures, simple circles, and plain words. Avoid elaborate art; the layout and clarity of the stages matter more than drawing skill.

Terms used here

Sources and adaptation

Observed in Gamestorming, which attributes the method to Dave Gray, inspired by Joseph Campbell's monomyth and James Macanufo's Pie Chart Agenda.

Retained Dave Gray's circular story structure, the 'known/unknown' wavy threshold, and key milestone stages (The Call, Helpers, Pitfalls, The Pit, Powers, Return) as documented in Gamestorming. UWT structured the facilitation into timed four-step delivery, added hybrid setup instructions, provided a non-visual plain-text alternative access option, and capped plenary debrief turns.

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