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Dare to do.
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How much detail should go into a fight scene to make it vivid but not oversaturated with information? If the battle is between two trained fighters then should the descriptions be more quick and to the point since the fight would likely be quick? Or would it be better to focus on quick thoughts and strategies leading to the action? How does change with sparring practice or novice attackers?
The best way to think about fight scenes is that they are a cathartic end to prebuilt tension. That tension can be created in a few paragraphs, a couple of pages, possibly even a few chapters, but the fight itself (no matter how tense it is) translates to catharsis for your audience. You build to the scene, have the fight, release the tension, and then new tension seeps back in as a result of the characters dealing with the consequences.
Regardless of how you stylistically choose to approach fight scenes on a sentence by sentence level, it’s important to understand how the scene itself behaves in broad strokes so you’re not accidentally releasing your narrative’s tension out of order.
As for how to write fight scenes, there’s no right way to do it except practicing to find the tempo that works best for you and for your individual characters. Personally, I find that clear images and short visual descriptions work best for both experienced characters and for novices. One of the main differences isn’t just the speed at which the fight is ended, but the level of comfort and confidence a character expresses in their narration. (Knowledge of advanced strategy and tactics on the part of the author also helps, but, remember, what you don’t know can be learned.)
Here’s a short snippet I wrote for two characters in a practice duel. Aysun, a well-trained young woman but inexperienced and has never fought a live battle, versus Leah, an experienced swordswoman who grew up in a rough environment fighting for her life.
Blade lit, Aysun hurled herself across the chasm between pillars.
Leah grinned.
They met in the center.
Aysun rushed forward.
Leah sensed the rising arm, the flaming blade pointed straight into a thrust; Aysun ready to let forward momentum carry her strike to victory. She slowed as Aysun landed, pivoted onto a diagonal as the blazing sabre seared past into empty air. Blade up, she struck.
The sensor on Aysun’s chest glowed red.
A horn blared.
“Out!”
So, what does Aysun do wrong? In her overconfidence against an unknown opponent, Aysun rushes in. Rushing is a common tactic you’ll see in martial artists who’ve only ever fought in safe environments because they don’t worry about getting hurt. This is a novice mistake, but also one you’ll see from people who should know better. When I set out to write Aysun, I decided she’d fight via tournament rules. That’s what she knows.
Meanwhile, Leah, being experienced, takes advantage of Aysun’s mistake. She starts by running and looks to Aysun like she’s also rushing, but this is just to lure Aysun in. As they get closer, Leah incrementally slows her pace to allow herself more control over her own momentum. The problem with rushing is that if you close the distance too fast, you can’t stop in time and you run into your opponent. Leah doesn’t bother to block or parry Aysun, as it’d put her at risk of being on the receiving end of Aysun’s momentum. Instead, Leah steps out of line, allows Asyun to go past, and utilizes Aysun’s overextension to claim victory.
(We are, of course, missing the entire setup where Leah baited Aysun into this bout.)
One of the major differences you see between experts, intermediates, and novices isn’t the usage of advanced techniques, but adept use of very basic ones. They don’t game out a fight on the fly because that takes time, instead acting on prebuilt strategies and relying on trained reflexes. With advanced fighters who regularly see combat, they’re more miserly when it comes to showing the audience what they can really do. They’re aware of the exterior consequences that persist outside of the fight.
Some common personality traits of advanced characters versus novices:
Advanced:
Decisive - what it says on the tin. They’re unlikely to hesitate when given openings and go straight for the kill.
Explosive - they shift from resting into violence quickly and without hesitation when they decide the situation calls for it.
Selective - probably saw this fight and that one coming and will move early to avoid as necessary. Injuries mean you can’t fight when it matters.
Confident - confidence comes from experience. They know what they do, and they know they’re good at it. Can be mistaken for overconfidence until seen in action. More likely to talk shit pre-game. They know the value of psychological warfare. Some variants may get a kick out using this confidence to piss off their opponents so they fight angry.
Practical - experience leads to realistic expectations. Experienced characters don’t need to prove themselves and know to save themselves for when it matters, so baiting is harder. Most of the usual shit talk will wash off. Also, more likely to punch someone in the shoulder because punching with a now swelling bruise hurts and slows them down.
Brutality - not guaranteed, but not uncommon either. Here again, we have psychological warfare.
Fatality - unless you’re looking at a situation where killing is not allowed, they’ll lean into this if circumstances require it.
Sophisticated Bodily Knowledge - they know where all the major arteries, important nerve clusters, and internal organs are. (Yes, this includes knowing that stabbing someone in the armpit or groin can cause them to bleed out.) Also what hitting them does and what hitting them feels like. They’re going to be more pointed and technical with their strikes depending on what they want. More likely to break the human body down into joints and ligaments. Understands small damage leads to big results.
Sophisticated Psychological Knowledge - less experienced characters are not likely to surprise them because they’ve seen the same tactics before. Humans aren’t that unique. A clever idea to a novice is an old song for the experienced fighter, and one they’ve probably tried before. Fighting is more than technical, its pattern recognition, and being good at it requires understanding people on a behavioral level to predict them.
Room to Play - this is simultaneously a do and don’t which depends on how strict the character is. May play with a less experienced character or character with no experience if they believe they can get away with it. They know their limits. Not advised, but nobody’s perfect.
Spends Time Practicing - the more skilled a character is, the more rigorously they practice and the more time they devote to developing their skills. While some characters are inclined to rest on their laurels, truly advanced characters know their edge falls off without training and understand the ceiling is without limit. They’re dedicated to their skills.
Chains Techniques - unless you have a character fighting with a bladed weapon, and even when they do, they’re unlikely to be one and done. Blocks create openings for counters. One strike opens the door to another three and so on. (Lots of writers mistakenly try to ping pong fight scenes to draw them out. Combat isn’t turn based. If an opponent isn’t providing suitable resistance to slow them down, they won’t.)
Considers Long Term Consequences - familiarity with techniques means understanding what those techniques do, what the long term consequences are, and how long it takes to recover from them (if they can be recovered from at all.) The same goes for battle. Violence is escalation. Characters who solve problems with violence should face escalating problems further down the road as a result of their actions.
You might be thinking male characters, but this list is gender agnostic. It’s important as a writer not to buy into a skilled character’s bullshit. They’re working very hard to convince the world they’re invulnerable, but that doesn’t mean it’s true.
Novices:
Optimistic - trends for a more romantic, rosier view of martial combat. Experience with the human condition hasn’t knocked it out of them yet.
Indecisive - for most people, it’s not easy to hurt another human being. To see their pain and suffering and to know you caused it. Novices are more likely to hesitate, more likely to ignore openings given if they don’t like the potential outcome, more likely to extend fights to their own detriment, and take hits they don’t have to. Less likely to seize the initiative and, if they do, not great at holding onto it against experienced opponents. They haven’t fully realized they can’t afford to be nice outside of safe, training settings.
More Tells - everyone has tells, but the less experienced a character is then the more obvious their tells are and the more they have. This can be everything between the way they stand to their techniques generally being larger in motion, more obvious in the early movements of the musculature, less energy efficient, and, comparatively, much slower than their experienced counterparts.
More Likely to Flinch - combat hurts coming and going. It hurts to receive hits, but it also hurts to hit someone. The closer you are to bone, the more it’s going to hurt. The harder you hit, the more return vibrations you receive. Beyond movement, these vibrations are what wears out your muscles in prolonged combat. (It only gets worse with weapons.) Proper technique diminishes some of these damaging returns, but not totally. Inexperienced characters will stop to go, “ow, that hurts.” You’ve probably seen characters on television shaking out their hand after hitting another character, that’s what this is. Pain. Inexperienced characters and novice characters are both less capable of pushing past the pain because their training hasn’t covered it or they don’t know to expect it.
Plays Around - there’s a point between novice and intermediate where someone’s learned enough to be dangerous (mostly to themselves)but not yet realized how little they actually know. This leads to overconfidence and overconfidence leads to playing around.
Less Advanced Body Knowledge - more likely to demonstrate less sophisticated knowledge of the human body, unlikely to break the body into pieces, and focus only on the major points like stomach, heart, head. Less focus on exterior limbs and joints, not a lot of thought given to pressure points outside the groin, less common arteries, or damaging musculature to debilitate. Might realize preemptive opening blow to the throat is good, but probably not thinking in those terms yet.
Less Advanced Psychological Knowledge - they don’t have the experience to pick up on the more subtle psychological games and are more likely to be baited. (If you’ve got an MC like this, it’s important to let them make their mistakes. Mistakes build experience and audience street cred.)
One and Done - most martial schools will train blocks and counters early, along with technique sets, but for true beginners chaining unfamiliar techniques won’t feel natural and there’s more likely to be gaps in their combat flow.
Easily Overwhelmed - much more likely to not understand what is going on or for the pacing of combat to fly out of their control.
Few Considerations For Long Term Consequences - novices have the luxury to be hot headed. They haven’t learned about the debilitations of long term injuries or even just the damages caused by small ones. They’re easier to write because they’re more likely to jump in with wild abandon, are met with more surprises, and have an easier growth trajectory for their character arc.
As a writer with no combat or limited martial experience, you’re more likely to start out thinking like a novice when structuring your scenes. While humans are very impressive creatures, it’s easy to overestimate what the body can fight through in comparison to damage received, especially against skilled opponents.
Ultimately, clarity and specificity in how you deliver the visual image combined with the sensation of the character’s combat can provide an entertaining fight scene. This is dependent on your writing, if you focus too much on technical details like sentence structure and not enough on the content and building up character’s decision making then the scene itself might fall completely flat.
Fight scenes are an extension of a greater whole. They’re the frosting on the cake, but the cake’s got to be tasty to begin with. Like martial combat in the real world, there’s no shortcuts, just a lot of hard work. Try, fail, reassess, try again. With practice, you’ll find your rhythm.
Michi
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Writing Fight Scenes: The VIOLENT Method
okay, so because people have a hard time writing effective fight scenes, I'm going to walk everyone through the method that I use for everything from massive sci fi battles, to quick three-v-eight sword brawls to bar fights. The VIOLENT Method. (Because fun mnemonics)
Visceral: Make sure your audience feels it by keeping it grounded in injuries and pain. People get fuckin' hurt in fights, and no fight where people do not is going to feel real. Tying into this, people don't fight fair, and people don't fight pretty. Even people who are trained fighters will make mistakes in their technique in a real fight because adrenaline makes you worse, not better, even as it makes you faster/stronger. Also, in real fights people stomp on downed opponents, take shots at turned backs, people bleed, scream, etc., Also, really critically, people are exhausted after fights. Your characters should be wrung by the time it's over, even if it only lasted for a few minutes.
Immediate: Keep sentences short and punchy. No one is analyzing every step of the fight tactically while it's happening. If characters are thinking "Ah yes I will make him overextend and then pull his wrist in and throw him before stomping his head…" I know that the author of the scene has never been in an actual fight. Keep sentences short and punchy. "Draw in, grab, and throw."
Obnoxious: Tying into the above, fights can be disorienting. Don't overdo this, you need your reader to have an idea of what's going on, but don't underdo it either - things should be a bit chaotic. If it feels like the characters know everything that's going on around them, you're doing it wrong. Read what the following sections say about rhythm, but bear this in mind: once you get a rhythm going and keep it flowing for several paragraphs: break it with a short, hard paragraph and shift it in a way deliberately disorienting to the reader on purpose to drive in that things are unpredictable. In a fight, there's a lot of noise, there's a lot of confusion, and that should reflect enough in the narration to bring a sense of it to the reader - but again, don't overdo it to the point where the reader can't tell what's going on.
Liquid: Fights flow. There's a definitive rhythm and momentum to a fight. While the characters won't necessarily have a great idea of everything happening, they WILL have a sense of the momentum around them and the way the fight is making them move. Momentum and movement are going to be the key to writing an impactful fight scene and give the reader a sense of excitement, or, if you want to give a sense of a dragging, exhausting affair of attrition, do the opposite: grind the momentum to almost nil while two massive groups start sniping and grinding at each other with almost no movement.
Environment: Where's the fight happening? How is everyone moving? Describe the surrounding environment. This is the space a fight is happening in, whether a big open field, a forest grove, a small tight room where you can use the walls for leverage, a park where you can use benches for jumping points or to smash people's heads against, etc., matters in a fight, as does how everyone is using it. Heat, cold, visibility, all of these factor into a fight as well.
Narrator: Who is your narrator in the fight? A trained soldier? A trained fighter? Just some untrained schlub who has no idea what they're doing? These people have a different idea of how fighting works, and that matters. What a soldier notices, what a correspondent notices, what a martial artist notices, etc, are all differences. Keep an eye on how you present this.
Tactics: What does everyone want out of the fight? Is one side fighting to kill the other? Just to knock out? To capture? To take a location? Just to drive each other off? What are the rules of engagement? How trained are the combatants? What kind of discipline is everyone under, if any? Weapons? These all matter when you're asking questions, and you should research what effects all of these will have, but short version: fighting to kill is easier than fighting to capture, and its very rare, despite what the movies say, that any force will fight to the last man rather than retreat.
The basics of swordfighting for writers
#1. Types of swords
Cavalry swords, two-handed swords, and cutlasses - these swords are used commonly for hacking and slashing - so they are swung in arcs or from side to side, not thrust forward.
Rapiers and small swords are one-handed weapons that are thin and light, but often quite long. They are used for thrusting and slicing, but as you can imagine they aren't much use in actual battle, but commonly used for sparring.
The third type is a mixture of the two - but less commonly found.
#2. Terminology
Fainting/Feinting - A false attack intended to create an opening for the real attack.
Parrying - When a swordsman uses his blade to deflect his opponent’s blade when he is being attacked.
Advance - A short forward movement
Fuller - A groove down the side of the sword to release suction when stabbed into a person's body.
Hilt - The base of the sword near your hands that isn't the blade
Pivot - Turning 180 degrees while keeping a foot planted
False edge - the "back" of the sword that isn't sharp and what you don't usually fight with.
#3. Common myths
A secret move that leads to victory - There is rarely such a "secret" move. Like chess, swordfighting is won through strategy and careful thinking, as well as physical prowess, not sEcRetT mOveS.
The Dramatic PauseTM - Nope, doesn't happen in real life. No one actually glares at each other in the middle of a swordfighting match when their priority should be, yknow, surviving.
#4. The Learning Curve of swordfighting
Unlike an ordinary learning curve where you slowly get better at something, in swordfighting, an untrained novice is much better than someone practising for a few months. This is because their actions are almost always wild and unpredictable. When a student receives training, their skill will actually decline over the next few months, because they will be trying to fight by the rules and are naturally not good at it. It takes at least two years to become a good swordsperson.
#5. The actual swordfighting itself
Footwork - Forward and back, in a line, in a semi-circle, a pivot. The basic goal of footwork is to give you a balanced center from which you can lunge, advance, retreat, attack, and parry. It also helps maintain the appropriate distance from your opponent and percieve.
Timing - How fast/slow is your opponent? How fast is your reaction time?
Every fighter has a different style. Some may naturally be inclined to use a certain move over and over, and have weakpoints in say, their reaction time. It is important that your character has a proper swordfighting style.
Predictability - How good are your characters/opponents at anticipating and learn each others fighting style? That determines the outcome of the fight!
Sources I used: https://kingdompen.org/writing-realistic-sword-fights/ // https://mythicscribes.com/miscellaneous/swordplay-for-fantasy-writers/ // https://lisashea.com/lisabase/writing/medieval/swords/glossary.html
Destiny calls out through our dreams and aspirations.
Destiny calls out through our dreams and aspirations.
Like a bonus to a jackpot, I was invited to talk about my success with "Circle of Bones" on CNN!
The Trigonal (2018) dir. Vincent Soberano
The Trigonal (2018) dir. Vincent Soberano
Excerpt #3 of our Mother's Day 2021 commercial project...
Excerpt #2 from our Mother's Day 2021 commercial project...
Excerpt #1 from our Mother's Day 2021 commercial...
Mother, Wife, Warrior, Artist, Actress, Filmmaker, Entrepreneur, Influencer, Superhero... Happy INTERNATIONAL WOMEN'S DAY!
“YAWA” (dir. Vincent Soberano)
yawa. (theology) a devil; (theology) the devil; an imp; (religion) an evil entity; (religion) malevolence; wickedness...
Writer/director Vincent Soberano is honored with the Creative Award for Best Screenplay for his film "Circle of Bones" (2020) at the 5th Film Ambassadors Night of the Film Development Council of the Philippines on Feb. 28, 2021.