Karma Stories Example

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Magnhild Mongolo

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Aug 5, 2024, 2:09:51 AM8/5/24
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Karmais a belief that whatever you do will come back to you, either in this life or the next. It is embraced by followers of Buddhism, Hinduism and others around the world. For some, this is not only deeds, but thoughts and words as well. Many karma examples, both good and bad, can be seen in everyday life.

I think karma plays an important role in any script and it will attract more viewers/audience. As an example of karma in a lot of stories the good guy that beats the villan and gets the girl and the bad guys who learn their lessons one way or another in the end.


Even by looking at some of the more deeper screenplays we can find the traces of karma. I think it's mainly because the audience would like to see some extent of justice or otherwise they would be annoyed and in the movies the only justice is some sort of karma.


P.S.: I am aware that this question is valid for any set of narration or story but I'm focused and interested about the scope of movies.

Thanks in advance for any links to proper sources or valid arguments and examples.


This is one of the most common tropes ever in cinematic history, and it is intentional. I claim its intentional, because there are movies (albeit rare) that have no such ending (see Downer and Bitterweet endings), which brings us to your last question.


All of these movies are very successful, and some are even considered landmarks in cinema history. I would say that part of that success is due to the not so happy ending, which (usually) makes things more realistic and makes the viewers connect with the characters.


Edit: Based on your recent edits, I guess you mean fairness and justice, as opposed to happy endings. While I don't have reliable sources to answer you, I can give you some counter examples of movies where people were wrongfully rewarded. For example,


Hunger Games 4 - Primrose (little young nurse, a very lawful good character), dies in an attack by her own faction. American History X - Danny (became a white supremacist since his brother went to jail, but turned alright after he came back) gets killed by race gang wars. Don't Breathe - Alex (reluctant thief) dies while trying to protect Rocky (who was stealing to protect her baby girl)


This week in our Laddership Circle, we've been reflecting on our motivations to serve.



What came to mind was my experiences hosting Karma Kitchen here in Austria. It was the best experience and gave me a total different point of view how intrinsic motivation looks like. At the beginning, I always had the feeling that I need to thank people for their help. But then I realized that its a giving and receiving all the time.



As an example: the stories the volunteers told us afterwards were amazing. Theres a story about an elderly man I would like to share:



One day we were hosting Karma Kitchen and quite a lot of our regular customers did not know that this Thursday was Karma Kitchen day. Usually theres an elderly man who comes every day around 4 pm. He is always ordering the same dish, and he normally looks and acts quite grumpy. This is because he is still suffering from the death of his wife.



When he was asking to pay on Karma Kitchen day, one waiter gave him a wooden heart and said, "Someone who loves you has already paid for you".



All of a sudden this grumpy looking guy had tears in his eyes, became very soft and was stunned. It was a very special moment. Posted by Kathrin Pachinger on Sep 1, 2019


In 2015, I was watching an episode of television when I realized that an arrogant side character was headed for a downfall. But how did I know that? After thinking it through, I finally concluded that in the world of stories, the force pulling characters toward a fate they deserve is as real as gravity.


One of the most common complaints from viewers is that Christian, for all his faults, did not deserve to die. Yet it looks like Dani is rewarded for killing him instead of someone who is complicit in murder.


To summarize all that, by showing what choices lead to success, the storyteller is seen as endorsing those choices. However, the audience has their own opinions about what choices are good choices. They want characters to be rewarded for making the right choice, not the wrong one. This can create some push and pull between audience and storyteller.


At the climax, the real-world antagonist who controls the game server sends in an antagonistic NPC designed for violence, named Dude. Dude attacks Guy, and Guy struggles to keep hold of the sunglasses that give him extra fighting powers. Finally, when the antagonist pins Guy down and starts crushing him, the turning point comes. Guy puts his sunglasses on Dude.


Generally, actions that earn the most bad karma are reserved for villains. Heroes can also earn bad karma and fail, but in most cases, we still want them to be likable. For this reason, storytellers usually soften the wrongness of their choice.


The ground opens up beneath Elsa, and she falls into a crevice. Luckily, Indiana manages to grab her hand and keep her from falling. However, Elsa can see the grail just out of reach on a ledge below. She continues to try to grab it as Indiana pleads with her to climb back up, and, as a result, she slips from his grip and falls to her death.


Listing actions that usually result in good or bad karma can obscure what is actually a much more complicated picture. Many choices are not automatically right or wrong because of their inherent worthiness but because the storyteller has created context that demonstrates they are right or wrong.


Characters can succeed or fail conflicts because of something they did much earlier in the story. At Mythcreants, we call these prior achievements or prior misdeed turning points. A very common prior achievement is for a protagonist to selflessly help another person. Then, later, when the protagonist is battling the antagonist, the protagonist will be on the verge of losing when the person they helped shows up to save them.


In both arcs, the information is leaked. On the ground, it leads to disaster. Since the owner of the weapon is already unpopular, the teens form a mob and almost kill him before another teen confesses to the crime. Up in the space station, it brings out the best in people. Instead of the authorities choosing who lives and who dies, people volunteer so their loved ones can have a better life. By showing how two similar dilemmas had a different solution, The 100 demonstrated that the issue was a nuanced one without an easy answer.


And yes, the author *chooses* to create a story where certain things lead to success or failure. However, that can happen for many reasons, and the author wanting to convey a particular message is just one of them.


In an adventure game, you usually do not have those choices. You might not have to do them click by click the same every time, but you will always perform the same action with the same object, you will always have to choose certain dialogue options to move on, etc. There are wrong choices in those adventures which allow them (those where you can end up not being able to finish), but most choices will have little influence on the story. In such a game, the story very much has a message, if not always a meaningful one. How you have to solve a problem to move on is connected to how the creators want you to do that (and it can lead to problems, as with the monkey wrench in Secret of Monkey Island). In a game where you have choices, on the other hand, you are responsible for the outcome to a degree. Not fully, as the endings are normally limited to a couple of different ones, but to a degree.


The good side, the hero, the main character, the protagonist doing something questionable and being rewarded is a message that in this situation it was the right choice. Making the hard choice is something good in most stories, because the choice need to be made. Sometimes, you need to steal a dog or hack a corporate server or shoot a bad guy to make the world a little better and in these cases, with these motivations, it can be okay for the character to do so. In other circumstances, it would not automatically be okay as well.


While searching for the internet on stories of Karma, people on Quora were asked to share some examples on Karma and their stories are an evidence that Karma do exists and it gets back to you in the most unexpected ways.


Since May 23, 2023, it has become possible that Instagram stories can not only be pre-planned, but also automatically published. From now on, you can choose whether you want to manually edit your Instagram stories in the app before publishing them and add music and polls, for example, or if you want to publish your stories directly from Fanpage Karma.


Is your image not in the right format? We have a quick solution! With the image editor you can change your images to the right network format, apply filters or add text and stickers with just a few clicks.


Before publishing your content, we recommend getting story drafts approved by a second person. This allows other decision-makers to review the content, comment on it, and correct any mistakes you notice. The approval process ensures that no incorrect stories are published.


So this woman asked about karma. How does it work? Are we responsible? Is it the working of karma that determines how things turn out? Where is the justice in this world, where someone who is breaking the law can get off so easily, and where someone who is minding their own business can break their neck? How does the cause and effect chain work? Was it karma that had the child killed? Was it karma that made the mother have a child like that?


As you listen to my talk today, you really should try to see it as my own effort to come to terms with karma, my own digestion, my own understanding of this whole thing. Listen to my reflections and then reflect on your own. Some of your ideas might be different from my own. This is my best take on all this.

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