What Is Buddhism?
Buddhism is a philosophy based on the teachings of the Buddha, Siddhārtha Gautama, whose lifetime is traditionally given as 566 to 486 BC. It has subsequently been accepted by many as a religion, and has approximately 350 million followers.
The aim of Buddhist practice is to end the suffering of cyclic existence, or samsara, by awakening the practitioner to the realization of true reality, the achievement of liberation, or nirvana. To achieve this, one should purify and train the mind and also act according to the laws of karma, of cause and effect: perform positive actions, and positive results will follow, and vice versa. Buddhist morality is underpinned by the principles of harmlessness and moderation. Mental training focuses on moral discipline (sila), meditative concentration (samadhi), and wisdom (prajñā).
While Buddhism does not deny the existence of supernatural beings (indeed, many are discussed in Buddhist scripture), it does not ascribe power for creation, salvation or judgment to them.
Tibetan Buddhism has a number of unique traits that distinguishes it from other schools of Tantric Buddhism, including:
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A belief in reincarnation lineages of certain lamas (known as tulkas) such as the Dalai Lama.
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A practice wherein lost or hidden ancient scriptures (called termas) are recovered by spiritual masters.
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The belief that a Buddha can be manifest in human form such as in the person of Padmasambhava, the saint who brought Tibetan Buddhism to the Himalayas in A.D. 774.
Monasticism is also a key feature of Tibetan Buddhism. It is estimated that 25% of the entire population of Tibet was monastic from the 16th century up to the Chinese invasion. There were thousands of monasteries in Tibet, and nearly all were ransacked and destroyed by Chinese communists. However most of the major ones have been at least partially re-established.
Tibetan Tantric Teachings in Tintin in Tibet
Hergé’s interest in Tibetan Buddhism was sparked by Alexandra David-Neel, a pioneering western Tibetologist. A prolific writer, it was David-Neel’s many books published in the 1930s (including such lively titles as With Mystics and Magicians in Tibet) that were the principle source of Hergé’s highly authentic and sympathetic depiction of the religion. The details of the rituals, costumes, monasteries and philosophy found in Tintin in Tibet were largely drawn from David-Neel’s writing.
Hergé presents Buddhism as a positive and benevolent force in his story. Without the monks’ rescue party or Blessed Lightning’s visions Tintin would never complete his mission. By providing an enlightened depiction of Buddhist culture and giving the monks an active role in his narrative, Hergé went against the grain of conservative contemporary attitudes. The artist deliberately sets himself apart from the perspective of European colonists and Chinese communists. For Hergé foreign cultures were not something to be ignored or eradicated, but instead to be understood, protected, and learnt from.
8. A BRIEF HISTORY OF THE COMIC BOOK
Books, Strips and Novels
A comic book is a magazine or book containing sequential frames of art work in the form of a narrative. Comic books are generally referred to as comics for short. However whilst this name implies comedy, the subject matter in comic books is not necessarily humorous. And in fact its dramatic seriousness varies widely.
The earliest comic books were simply collections of three, four or five frame comic strips that had originally been printed in newspapers. The commercial success of these collections led to work being created specifically for the comic book form.
In the late 20th century, a growing acceptance of the comic book form among the reading public coincided with usage of the term ‘graphic novel’, coined by Richard Kyle in 1964 to describe long-form, often hard-back comics. The term also implies a greater artistic value and integrity, although this highbrow definition is increasingly becoming needless. Comics continue to become ever more widespread in libraries and mainstream bookshops, and animation series such as The Simpsons have achieved great popularity with adults and children alike. A recent glut of film adaptations (including Spider-Man, Hulk, X-Men, Fantastic Four, Daredevil, and Sin City) indicate the enduring popularity of the art form.
An American Art
Like jazz, rock and roll and Westerns comic books are a rare indigenous American art form. Since the invention of the comic book format in the 1930s, the United States has been the leading producer of comics, with only the British comic (during the inter-war period through to the 1970s) and Japanese manga coming close in terms of quantity.
Notable events in the medium include American psychiatrist Frederic Wertham's criticisms of comics in his book Seduction of the Innocent, which led to the Senate Subcommittee on Juvenile Delinquency investigating the art form. In response to this attention from government and the media, the US comic book industry created Comics Code in 1954, which laid down rules of appropriate behaviour for comic book characters.
Franco-Belgian Comics
Both France and Belgium have a long tradition in comics and comic books, their two most famous sons being Asterix, from France, and of course Tintin from Belgium. In French-speaking countries comics are called BDs (from Bande Dessinée). La bande dessinée is derived from the original description of the artform as "drawn strips". It is not insignificant that the French term contains no indication of subject matter, unlike the American terms ‘comics’ and ‘funnies’, which imply an art form not to be taken seriously. Indeed, the distinction of comics as the ‘ninth art’ (le neuvième art) is prevalent in French language scholarship on the form, as is the concept of comics criticism and scholarship itself.
The Great British Comic
Although the first comic published in Britain, Ally Sloper's Half Holiday (1884), was marketed at adults, publishers quickly targeted a younger market. The fact that most publications were created for children quickly created a wide spread attitude that comics were somewhat juvenile.
Popular titles in the United Kingdom have included children’s comics The Beano and The Dandy (famous for their flagship characters Dennis The Menace and Desperate Dan); the sc-fi and action titles The Eagle and 2000 AD (home of Dan Dare and Judge Dredd respectively) and the adult-orientated Viz (home of Sid the Sexist and Billy the Fish) .
The content of Action, a title aimed at children and launched in the mid 1970s became the subject of discussion in the House of Commons. Similar to investigations in the United States, it also led to a moderation of the content of comics, although such moderation was never formalised to the extent of a creation of any code, nor was it particularly lasting.
Make Your Own Superhero
Since their invention in the late 1930s, the superhero comic book has developed into a rich and complex genre. Like any artistic genre the superhero comic has its own clearly defined set of rules and conventions. These rules can act as useful guidelines for dreaming up your own comic book hero.
Rule Number 1: Always pick a memorable name
The name of your hero will doubtlessly be the name of your comic (Tintin being a prime example), so choose this very carefully. Above all keep it simple – the name Superman is hardly a work of genius - likewise Wonderwoman or Spiderman - yet these names have brought their characters huge popularity and lasting appeal. In fact your name cannot be too simple, and will preferably describe either what the character looks like (Batman), what their personality’s like (Dennis the Menace), or what they do (Elastigirl from The Incredibles).
Rule Number 2: Decide what makes your hero so super
For your hero to actually be super they need some unique and special abilities. Sometimes these are special powers beyond the capabilities of mortal human beings (Superman can fly, Spiderman can climb up walls etc), although this is by no means essential. Some heroes are just normal people, but normal people with extraordinary or extreme qualities. These characters are often defined in part by their job – Tintin for example is a newspaper reporter (an incredibly adventurous one) and Minnie the Minx is a schoolgirl (an unbelievably naughty one).
Don’t be afraid to give your character more than one super power. After all, superman can fly, has incredible strength, x-ray vision, laser eyes etc, etc). Just always make sure that each of their powers is clearly defined.
Rule Number 3: Devise an outlandish backstory
The next question to ask is how did they end up being so special? To make comic book heroes authentic their past should be as ridiculous as possible. Some good examples include Spiderman (bitten by a radioactive spider); Superman (crashed to earth on a meteorite from the planet Krypton); Batman (witnesses his parents’ murder by muggers and decides to fight crime dressed as a bat); and most ridiculous of all Wonderwoman (from a race of eternally young amazonian women discovered on a pacific island and drafted in to fight the Nazis)!
The text-book comic hero will also have an alter-ego, ie who they are in their everyday life. For example Batman is also Bruce Wayne and Spiderman is also Peter Parker.
However here it is important to decide how they change from one state to another. Clark Kent changes into Superman in telephone boxes. Wonderwoman meanwhile just twirls around very fast on the spot. Both these heroes actively choose to make this transformation, but not all heroes are afforded such a luxuary. The Incredible Hulk for example turns green and doubles in size whenever he gets angry, and consequently spends most of the time trying to stay calm.
Simply deciding where the character lives can also be important. Where is their home? Is it Marlinspike or the Batcave beneath stately Wayne Manor? Also what city, village or town do they live in? Afterall, how can a hero be heroic if they’ve got no one to save! Does your hero live in the real world that exists around us, or in a fictional, alternative reality? Tintin is a good example of a character whose adventures are very much rooted in the real world. He visits real countries (eg Tibet or Scotland), and each adventure is underpinned by Hergé’s exhaustive research. Batman is different in that he exists in the made up world of Gotham City – a place that has many parallels with real life modern cities, but that doesn’t tie the artists to literal locations and having to make every event wholly credible.
Rule Number 4: The Silhouette Rule
When creating the now legendary Simpsons, cartoonist Matt Groening followed this most simple of rules: make sure your character is regonisable in silhouette. The most successful product of this rule is Mickey Mouse, as half the population of the world can identify him just from the outline of his head. Tintin is instantly recognisable too, primarily from his trade- mark quiff.
Why not apply this rule to any existing cartoon character you can think of? The more successful the character, the clearer their outline.
Rule Number 5: Get the right outfit
The silhouette rule does not mean however that colour is not important. In a predominantly visual medium, superheroes are defined and identified by what they wear. The design of their costume – no matter how outlandish or simple – is crucial. Bold, primary colours are good (just picture Superman or Dennis The Menace), however something more simple can work too. Tintin’s blue jumper, or Bart Simpson’s orange t-shirt may not seem integral to the character, but if their clothing was suddenly changed it would immediately seem strange and disorientating.
Rule number 6: Give them a catchphrase, symbol or iconic pose
A well formulated catchphrase and strong pose or symbol will make your character more memorable. It will also help you generate millions of pounds in marketing revenue.
Some good examples include:
Catchphrases: “To infinity and beyond” (Buzz Lightyear); “My wings are like a shield of steel” (Batfink); “Eat my shorts” (Bart Simpson). “ Blistering Barnacles” (Captain Haddock).
Rule number 7: Give them some friends
Even the toughest superheroes rarely work alone. The trusty sidekick is a staple of the genre, and can prove very useful in creating variation and complexity in the narrative. Furthermore it is often essential for generating dialogue - as it gives our heroes somebody to talk to about the challenges they face. Classic comic book partnerships include Tintin and Snowy, Asterix and Obelix and Batman and Robin.
Another strategy is to band your heroes together in a gang like The Fantastic Four or The X-Men. Tintin too has a large team around him, including such colurful characters as Captain Haddock and Professor Calculus.
If you’re undertaking this activity as part of a group, why not see if your friends have come up with heroes that might be compatible with yours? A good rule here is to create a strong group dynamic, where collaborations are based around differences as much as similarities.
Rule number 8: Make the villain even more interesting than the hero
What would Batman be without Catwoman, the Penguin, the Joker and the Riddler? What would Tintin do if he didn’t have baddies like General Alcazar and Rastapopoulos to contend with? Villains are invariably generated using the same sets of rules as the heroes, except of course that they use their special powers for evil, selfish causes.
In addition to the eight rules above, it is also useful to apply the ‘James Bond villain rule’ here. This rule states that before attempting to kill the hero, the baddie must unneccessarily explain their plans for world domination in painstaking detail.
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