#fight scenes
Such good writing tips! @myebi
- Sticking a landing will royally fuck up your joints and possibly shatter your ankles, depending on how high you’re jumping/falling from. There’s a very good reason free-runners dive and roll.
- Hand-to-hand fights usually only last a matter of seconds, sometimes a few minutes. It’s exhausting work and unless you have a lot of training and history with hand-to-hand combat, you’re going to tire out really fast.
- Arrows are very effective and you can’t just yank them out without doing a lot of damage. Most of the time the head of the arrow will break off inside the body if you try pulling it out, and arrows are built to pierce deep. An arrow wound demands medical attention.
- Throwing your opponent across the room is really not all that smart. You’re giving them the chance to get up and run away. Unless you’re trying to put distance between you so you can shoot them or something, don’t throw them.
- Everyone has something called a “flinch response” when they fight. This is pretty much the brain’s way of telling you “get the fuck out of here or we’re gonna die.” Experienced fighters have trained to suppress this. Think about how long your character has been fighting. A character in a fist fight for the first time is going to take a few hits before their survival instinct kicks in and they start hitting back. A character in a fist fight for the eighth time that week is going to respond a little differently.
- ADRENALINE WORKS AGAINST YOU WHEN YOU FIGHT. THIS IS IMPORTANT. A lot of times people think that adrenaline will kick in and give you some badass fighting skills, but it’s actually the opposite. Adrenaline is what tires you out in a battle and it also affects the fighter’s efficacy - meaning it makes them shaky and inaccurate, and overall they lose about 60% of their fighting skill because their brain is focusing on not dying. Adrenaline keeps you alive, it doesn’t give you the skill to pull off a perfect roundhouse kick to the opponent’s face.
- Swords WILL bend or break if you hit something hard enough. They also dull easily and take a lot of maintenance. In reality, someone who fights with a sword would have to have to repair or replace it constantly.
- Fights get messy. There’s blood and sweat everywhere, and that will make it hard to hold your weapon or get a good grip on someone.
- A serious battle also smells horrible. There’s lots of sweat, but also the smell of urine and feces. After someone dies, their bowels and bladder empty. There might also be some questionable things on the ground which can be very psychologically traumatizing. Remember to think about all of the character’s senses when they’re in a fight. Everything WILL affect them in some way.
- If your sword is sharpened down to a fine edge, the rest of the blade can’t go through the cut you make. You’ll just end up putting a tiny, shallow scratch in the surface of whatever you strike, and you could probably break your sword.
- ARCHERS ARE STRONG TOO. Have you ever drawn a bow? It takes a lot of strength, especially when you’re shooting a bow with a higher draw weight. Draw weight basically means “the amount of force you have to use to pull this sucker back enough to fire it.” To give you an idea of how that works, here’s a helpful link to tell you about finding bow sizes and draw weights for your characters. (CLICK ME)
- If an archer has to use a bow they’re not used to, it will probably throw them off a little until they’ve done a few practice shots with it and figured out its draw weight and stability.
- People bleed. If they get punched in the face, they’ll probably get a bloody nose. If they get stabbed or cut somehow, they’ll bleed accordingly. And if they’ve been fighting for a while, they’ve got a LOT of blood rushing around to provide them with oxygen. They’re going to bleed a lot.
Hopefully this helps someone out there. If you reblog, feel free to add more tips for writers or correct anything I’ve gotten wrong here.
How to apply Writing techniques for action scenes:
- Short sentences. Choppy. One action, then another. When there’s a lull in the fight, take a moment, using longer phrases to analyze the situation–then dive back in. Snap, snap, snap.
- Same thing with words - short, simple, and strong in the thick of battle. Save the longer syllables for elsewhere.
- Characters do not dwell on things when they are in the heat of the moment. They will get punched in the face. Focus on actions, not thoughts.
- Go back and cut out as many adverbs as possible.
- No seriously, if there’s ever a time to use the strongest verbs in your vocabulary - Bellow, thrash, heave, shriek, snarl, splinter, bolt, hurtle, crumble, shatter, charge, raze - it’s now.
- Don’t forget your other senses. People might not even be sure what they sawduring a fight, but they always know how they felt.
- Taste: Dry mouth, salt from sweat, copper tang from blood, etc
- Smell: OP nailed it
- Touch: Headache, sore muscles, tense muscles, exhaustion, blood pounding. Bruised knuckles/bowstring fingers. Injuries that ache and pulse, sting and flare white hot with pain.
- Pain will stay with a character. Even if it’s minor.
- Sound and sight might blur or sharpen depending on the character and their experience/exhaustion. Colors and quick movements will catch the eye. Loud sounds or noises from behind may serve as a fighter’s only alert before an attack.
- If something unexpected happens, shifting the character’s whole attention to that thing will shift the Audience’s attention, too.
- Aftermath. This is where the details resurface, the characters pick up things they cast aside during the fight, both literally and metaphorically. Fights are chaotic, fast paced, and self-centered. Characters know only their self, their goals, what’s in their way, and the quickest way around those threats. The aftermath is when people can regain their emotions, their relationships, their rationality/introspection, and anything else they couldn’t afford to think or feel while their lives were on the line.Do everything you can to keep the fight here and now. Maximize the physical, minimize the theoretical. Keep things immediate- no theories or what ifs.
If writing a strategist, who needsto think ahead, try this: keep strategy to before-and-after fights. Lay out plans in calm periods, try to guess what enemies are thinking or what they will do. During combat, however, the character should think about his options, enemies, and terrain in immediate terms; that is, in shapes and direction. (Large enemy rushing me; dive left, circle around / Scaffolding on fire, pool below me / two foes helping each other, separate them.)
Lastly, after writing, read it aloud. Anyplace your tongue catches up on a fast moving scene, edit. Smooth action scenes rarely come on the first try.
More for martial arts or hand-to-hand in general
What a character’s wearing will affect how they fight. The more restricting the clothes, the harder it will be. If they’re wearing a skirt that is loose enough to fight in, modesty will be lost in a life or death situation.
Jewelry can also be very bad. Necklaces can be grabbed onto. Bracelets also can be grabbed onto or inhibit movement. Rings it can depend on the person.
Shoes also matter. Tennis shoes are good and solid, but if you’re unused to them there’s a chance of accidentally hurting your ankle. High heels can definitely be a problem. However, they can also make very good weapons, especially for someone used to balancing on the balls of their feet. Side kicks and thrusting kicks in soft areas (like the solar plexus) or the feet are good ideas. They can also (hopefully) be taken off quickly and used as a hand weapon. Combat boots are great but if someone relies more on speed or aren’t used to them, they can weigh a person down. Cowboy boots can be surprisingly good. Spin kicks (if a character is quick enough to use them) are especially nasty in these shoes.
If a character is going to fight barefoot, please keep location in mind. Concrete can mess up your feet quick. Lawns, yards, etc often have hidden holes and other obstacles that can mess up a fighter. Tile floors or waxed wood can be very slippery if you’re not careful or used to them.
Likewise, if it’s outside be aware of how weather will affect the fight. The sun’s glare can really impede a fighter’s sight. A wet location, inside or outside, can cause a fighter to slip and fall. Sweat on the body can cause a fighter to lose a grip on an opponent too.
Pressure points for a trained fighter are great places to aim for in a fight. The solar plexus is another great place to aim for. It will knock the wind out of anyone and immediately weaken your opponent.
It your character is hit in the solar plexus and isn’t trained, they’re going down. The first time you get hit there you are out of breath and most people double over in confusion and pain. If a fighter is more used to it, they will stand tall and expand themselves in order to get some breath. They will likely keep fighting, but until their breath returns to normal, they will be considerably weaker.
Do not be afraid to have your character use obstacles in their environment. Pillars, boxes, bookshelves, doors, etc. They put distance between you and an opponent which can allow you to catch your breath.
Do not be afraid to have your character use objects in their environment. Someone’s coming at you with a spear, trident, etc, then pick up a chair and get it caught in the legs or use it as a shield. Bedsheets can make a good distraction and tangle someone up. Someone’s invading your home and you need to defend yourself? Throw a lamp. Anything can be turned into a weapon.
Guns often miss their targets at longer distances, even by those who have trained heavily with them. They can also be easier to disarm as they only shoot in one direction. However, depending on the type, grabbing onto the top is a very very bad idea. There is a good likelihood you WILL get hurt.
Knives are nasty weapons by someone who knows what they’re doing. Good fighters never hold a knife the way you would when cutting food. It is best used when held against the forearm. In defense, this makes a block more effective and in offense, slashing movement from any direction are going to be bad. If a character is in a fight with a knife or trying to disarm one, they will get hurt.
Soft areas hit with hard body parts. Hard areas hit with soft body parts. The neck, stomach, and other soft areas are best hit with punches, side kicks, elbows, and other hard body parts. Head and other hard parts are best hit using a knife hand, palm strike, etc. Spin kicks will be nasty regardless of what you’re aiming for it they land.
Common misconception with round house kicks is that you’re hitting with the top of the foot. You’re hitting with the ball. You’re likely to break your foot when hitting with the top.
When punching, the thumb is outside of the fist. You’ll break something if you’re hitting with the thumb inside, which a lot of inexperienced fighters do.
Also, punching the face or jaw can hurt.
It can be hard to grab a punch if you’re not experienced with it despite how easy movies make it seem. It’s best to dodge or redirect it.
Hitting to the head is not always the best idea. It can take a bit of training to be able to reach for the head with a kick because of the height. Flexibility is very much needed. If there are problems with their hips or they just aren’t very flexible, kicks to the head aren’t happening.
Jump kicks are a good way to hit the head, but an opponent will see it coming if it’s too slow or they are fast/experienced.
A good kick can throw an opponent back or knock them to the ground. If the person you’ve hit has experience though, they’ll immediately be getting up again.
Even if they’ve trained for years in a martial art, if they haven’t actually hit anything before or gotten hit, it will be slightly stunning for the person. It does not feel the way you expect it too.
Those yells in martial arts are not just for show. If done right, they tighten your core making it easier to take a hit in that area. Also, they can be used to intimidate an opponent. Yelling or screaming right by their ear can startle someone. (Generally, KHR fans look at Squalo for yelling)
Biting can also be used if someone’s grabbing you. Spitting in someone’s eyes can’t hurt. Also, in a chokehold or if someone is trying to grab your neck in general, PUT YOU CHIN DOWN. This cuts off access and if they’re grabbing in the front can dig into their hand and hurt.
Wrist grabs and other grabs can be good. Especially if it’s the first move an opponent makes and the character is trained, there are simple ways to counter that will have a person on their knees in seconds..
Use what your character has to their advantage. If they’re smaller or have less mass, then they’ll be relying on speed, intelligence, evasion, and other similar tactics. Larger opponents will be able to take hits better, they’re hits may be slower depending on who it is but will hurt like hell if they land, and size can be intimidating. Taller people with longer legs will want to rely on kicking and keeping their distance since they have the advantage there. Shorter people will want to keep the distance closer where it’s easier for them but harder for a taller opponent. Punching is a good idea.
Using a person’s momentum against them is great. There’s martial arts that revolve around this whole concept. They throw a punch? Grab it and pull them forward and around. Their momentum will keep them going and knock them off balance.
Leverage can used in the same way. If used right, you can flip a person, dislocate a shoulder, throw out a knee, etc.
One note on adrenaline: All that was said above is true about it. But, in a fight, it can also make you more aware of what’s going on. A fight that lasts twenty seconds can feel like a minute because time seems to almost slow down while moving extremely rapidly. You only have so much time to think about what you’re doing. You’re taking in information constantly and trying to adjust. Even in the slow down adrenaline gives you, everything is moving very rapidly.
Feelings will be your downfall even more so than adrenaline. Adrenaline can make those feelings more intense, but a good fighter has learned not to listen to those feelings. A good fighter may feel anger at being knocked down or in some way humiliated - their pride taken down. Yet they will not act on the anger. Acting on it makes a fighter more instinctive and many will charge without thinking. Losing control of anything (adrenaline rush, emotions, technique, etc) can be a terrible thing in a fight.
Just thought I’d add in here.YES. YES.
@jmlascar you’ve probably seen this already, but in case you haven’t, it’s got some good info on fight scenes :)
Pretty important for the scenes I’m focusing on right now. Thanks for the writing tips!!
This has crossed my dash before, but I forgot to reblog it.
Writing fight scenes
@bluebxlle_writer on Instagram
1. Pacing
A fight scene should be fast-paced and intense. Unless it’s a final battle with numerous parties, a fight scene that’s too long tends to take away suspense. To speed up your pacing, use active voice to describe movement and don’t overdescribe your characters’ thoughts. Excessive inner monologue will be unrealistic, as people usually have no room to think during intense combats.
2. Character mannerisms
Here’s a point that people often overlook, but is actually super important. Through fight scenes, you should be able to reveal your characters’ contrasting mannerisms and personality. A cunning character would play dirty - fighting less and making use of their opponent’s weakness more. A violent character would aim to kill. A softer one would only target to disarm their enemies, using weakened attacks. A short-minded character would only rely on force and attack without thinking. This will help readers understand your characters more and decide who to root for.
3. Making use of surroundings
Not only the characters, you also need to consider the setting of your fight scene and use it to your advantage. Is it suitable for fighting, or are there dangerous slopes that make it risky? Are there scattered items that can help your characters fight (e.g. nails, shards of glass, ropes, wooden boards, or cutlery)? Is it a public place where people can easily spot the fight and call the authorities, or is it a private spot where they can fight to the death?
4. Description
The main things that you need to describe in a fight scene are :
• Characters involved in the fight
• How they initiate and dodge attacks
• Fighting styles and any weapons used
• The injuries caused
Be careful to not drag out the description for too long, because it slows down the pace.
5. Raise the stakes
By raising the stakes of the fight, your readers will be more invested in it. Just when they think it’s over, introduce another worse conflict that will keep the scene going. Think of your characters’ goals and motivations as well. Maybe if the MC didn’t win, the world would end! Or maybe, one person in the fight is going all-out, while the other is going easy because they used to be close :“D
6. Injuries
Fights are bound to be dirty and resulting in injuries, so don’t let your character walk away unscathed - show the effect of their injuries. For example, someone who had been punched in the jaw has a good chance of passing out, and someone who had been stabbed won’t just remove the knife and walk away without any problem. To portray realistic injuries, research well.
7. Drive the plot forward
You don’t write fight scenes only to make your characters look cool - every fight needs to have a purpose and drive the plot forward. Maybe they have to fight to improve their fighting skills or escape from somewhere alive. Maybe they need to defeat the enemy in order to obtain an object or retrieve someone who had been kidnapped. The point is, every single fight scene should bring the characters one step closer (or further :D) to the climax.
8. Words to use
• Hand to hand combat :
Crush, smash, lunge, beat, punch, leap, slap, scratch, batter, pummel, whack, slam, dodge, clobber, box, shove, bruise, knock, flick, push, choke, charge, impact
• With weapon :
Swing, slice, brandish, stab, shoot, whip, parry, cut, bump, poke, drive, shock, strap, pelt, plunge, impale, lash, bleed, sting, penetrate
As someone who struggles to write fight scenes, this is absolutely amazing!!
Show Chapter | Archive of Our Own
Franstober 2021 - Day Eight: Blind
Franstober 2021: Day Eight — Blind is now released on AO3 and Wattpad.
How were they both so blind to each other’s feelings?
Franstober Prompts by @uhhbananafrappe
If you know me, you know I’m a fan of “covert” fight scenes. Scenes where two people are fighting but they’re both pretending that something else is going on. This one from Dreadnaught (1981) is one of the best.
By the way, the guy that choreographed this scene, later went on to choreograph The Matrixfilms,Crouching Tiger, Hidden DragonandKill Bill.
Yuen Woo Ping is the choreographer btw
any specifics to be mindful of on writing a very short fighter? like under five feet tall? i don’t necessarily mean children, just like, ppl who are short
I’m going to discuss writing short combatants below, but I want to make it clear. What I’m going to be discussing is about adults, not children. You want to set a clear distinction between the two in your mind right now. Children are their own category, broken down into several separate categories of roughly 1-5, 6-8, 9-10, 11-14, 15-16, 17-19. Segment them out by age categories, break apart older and younger teens, and keep a beat for mental/intellectual/emotional maturity in line with their physical growth rates. Children are different from adults, and different ages face different challenges.
When you’re writing children, you need to take their age into consideration, the fact they’re bodies are still changing and growing, the fact their minds are maturing. They don’t have the same capacity as adults, the understanding, or the ability to utilize their experiences to the same degree. The problems for children are not just in their size, but in their brains, in the softness of their bones, in the bodies that are constantly changing, emotions only just emerging, which combined with a lack of experience and maturity often put them at a significant disadvantage.
A twelve year old who is set against a seasoned killer faces a lot more problems than just a height difference, would face those same challenges even if they were the same height.
Now, let’s talk about short fighters. They’re not much difference from anyone else, nothing more than a different set of natural advantages, that may not even mean much in the grand scheme. Spend too much time obsessing on physiological differences and you’ll end up thinking they’re the only thing that matters. There’s not that much difference between someone who is 4″10 versus someone who is 5″1 or 5″2 in terms of combat.
What you want to understand about the size of humans is that the benefits are mostly in the mind. There are a lot of culturally defined stereotypes, conventional wisdom, and cries of “realism” when it comes to martial combat that are complete bunk. The perception that short people are at an automatic disadvantage is one of them. Every body type comes with their own strengths and weaknesses, learning to compensate for the weaknesses and take advantage of the strengths is what training is all about. You’re going to need to throw out most of your internalized prejudices and start over. You’ll find you’re full of biases when you really get down to thinking about it, ones you’ve subconsciously picked up over the years, and, I want to make this very clear, addressing them doesn’t mean you’re a bad person.
Center of Gravity– People who are short are closer to the ground. This is important because the center of gravity is your body’s balance point. This is your body’s point of stability, and useful to know about for a large variety of exercises. This point changes based on each individual human being, with constant motion, and is somewhat subjective. So, everyone has to locate this point within themselves and find their own individual balance.-
However, what you need to know about for the purpose of this question is: Short people are very difficult to knock over if they know how to create their base and set their weight.
Now, the center of gravity in a man versus in a woman are physiologically different. A man’s is located in his chest, and a woman’s is approximately in her pelvis. Physiological differences mean men and women will show progress in different exercises more quickly because they’re more naturally inclined toward them. A woman’s balance point being lower lends itself to more stability in the lower body. From a practical perspective, what this means is that a man has to spread his legs wider and get lower in his stances in order to achieve the same physical stability as his female counterpart, and likewise a tall man has to bend his knees more than a short guy for similar results.
This is a taught advantage, not a natural advantage.
What does this mean?
Well, it doesn’t mean much of anything except that short people are naturally better at grapplingthan taller people. If they know how to set their feet and get down low then good luck throwing them. You won’t pick them up. They’re not going anywhere. After all, throws are not strength based (someone who is tall is not necessarily going to be stronger than someone who is short) but are instead dependent on destabilizing your opponent’s base (the position of their feet, and stance) then utilizing their own force against them.
Someone who is short is much closer to the earth than someone who is tall, and this advantage lends them more stability. Weight isn’t weight, and strength isn’t strength. The martial arts battle is primarily over an ever-shifting balance point and breaking your opponent’s stability.You’ve got to work harder to get them to fall over.
The Intimidation Station – Tall people can be naturally intimidating, because conventional wisdom says they are. Intimidation happens in the mind. However, short people can be intimidating, because intimidation comes from presence, not physicality.
Here’s something to keep in mind when writing short characters: When you’re short, you live in a world of tall. You’re used to being (physically) looked down on. These characters will have been learning to compensate (if they need to) from day one, so the idea they’ll fall apart while facing off against someone significantly taller than they are is silly… really silly. They’ll be more used to fighting tall people than someone who generally fights people of equal height or mild differences. If you’re used to constantly being at a “disadvantage” then that state becomes normal and you learn to just roll with it.
Aggression– Short fighters can be, but are not uniformly, or always more aggressive combatants, and women are often more actively aggressive in combat than men. This doesn’t mean they have more aggressive personalities, but they can be much more pro-active when it comes to rolling over into an offensive mode.
Reach – You’ll hear this one brought up a lot, mostly by people who don’t really understand the concept. Reach matters more with weapons than with bodies.
I hear a lot of writers searching for “natural” advantages, or see an over reliance on those perceived advantages in fiction. The reality of success lies with technique and hard work, not the body you were born with or the talents you were gifted with. You’ve got to polish what you have. In hand to hand, there are plenty of ways to compensate for a difference in height. The primary means of overcoming distance is footwork, not the length of your arms or legs.
Mind Over Matter – In terms of physiology, the rules aren’t hard and fast. They’re not black and white. There’s no can and can’t. There’s mind over matter, mind over internalized biases, and mind over perceived impossibilities. What there isn’t is magic. No matter who they are, your character will never be suddenly amazing or skip all the perilous trials of learning. There’s pain, yes, embarrassment, frustration, and failures, which are all part of building character. Skill requires training and practice. It’s difficult, it takes time, and you’ll need to do a lot of pushing past what you believe to be physically possible (rather than what is) before you’re done.
What your character perceives about their own abilities and their actual abilities are not one and the same, the same is true of their potential. The hill may seem impossible from the bottom, but we progress up it one step at a time.
Here’s one last thing to keep in mind:
They’re short. So, what?
-Michi
Q&A: Short Fighters and Centers of Gravity was originally published on How to Fight Write.
A fight between a character who normally fights in the skies vs a character who normally fights on or under the ground.
Two enemies are interrupted during a fight by a beastly 3rd entity. Whatever it is, giant fauna, giant flora, carnivorous dinosaurs, or humongous sand worms, they’re stranded and are forced to work together to survive. How do the hero and their enemy differ in tactics? Do they find themselves surprisingly complimentary when on the same side? How do they confront the underlying conflict between them? How do they feel when they have to return to their previous sides after the whole ordeal is over? Has anything changed? (and when paired together to fight, what is the result?)
Fight scene in a library. They have to be really quiet lest they face the wrath of the librarian.
To make the fighting scenes in my low fantasy novel more realistic, I went to see a trainer for historical sword-fighting last week, both to barrage her with questions and to develop realistic choreographies for the fight scenes in the novel. Since I figured some of what she told me might be useful for you too, I put together a small list for you. Big thanks to Gladiatores Munich and Jeanne for making time! (Here are some more pictures if you’re interested.)
Caveat: I’m by no means a sword-fighting expert myself, so take these nuggets with a grain of salt – I might have misremembered or misinterpreted some of the things Jeanne told me. If I did, feel free to tell me.
1.) Weapon choices need to make sense
Let’s start with a truism: always ensure your character’s weapons make sense for a.) their profession, b.) their cultural background and c.) the environment they’re going to fight in. A farmer probably couldn’t afford a sword and might use a knife or threshing flail instead, and someone who doesn’t want to be noticed probably wouldn’t be milling about sporting a glaive or another large weapon. Also, soldiers native to a country with wide open plains would be more likely to carry long-range melee weapons such as spears or large swords, than those from a country consisting of mostly jungle or dense forests. The same applies to situations: if your character is going to be fighting in close quarters (even just a normal house), he’d get little value out of a spear or even a longsword, as there’d be no space to swing it effectively.
2.) Boldness often beats skill
In real swordfights, recklessness was often more important than technique. The fighter less afraid of getting injured would often push harder, allowing them to overpower even opponents with better technique.
3.) Even a skilled fighter rarely stands a chance when outnumbered
While a skilled (or lucky) fighter might win a two-versus-one, it’d be extremely unlikely for even a single master swordsman to win against superior numbers, even just three and if they’re below his skill level. The only way to plausibly pull this off would be to split the opponents up, perhaps by luring them into a confined space where you could take them on one by one. The moment you’re surrounded, you’re probably done for – because, unlike in Hollywood, they wouldn’t take turns attacking but come at you all at once.
4.) Dual-wielding was a thing
… at least in some cultures. I often heard people say that people using a weapon in each hand is an invention of fiction. And while my instructor confirmed that she knew of no European schools doing this—if they did, it’s not well-documented—she said it was a thing in other cultures. Example of this include the dual wakizashi in Japan or tomahawk and knife in North America. However, one of the biggest problems with the depiction of dual wielding in novels/movies/games are the “windmill”-type attacks where the fighter swings their weapons independently, hitting in succession rather than simultaneously. Normally you’d always try hitting with both weapons at once, as you’d otherwise lose your advantage.
5.) Longswords were amazing
Longswords might seem boring in comparison to other weapons, but they were incredibly effective, especially in combat situations outside the battlefield. The crossguard allowed for effective blocking of almost any kind of attack (well, maybe not an overhead strike of a Mordaxt, but still), the pommel was also used as a powerful “blunt” weapon of its own that could crack skulls. Though they were somewhat less effective against armored opponents, the long, two-handed hilt allowed for precise thrusts at uncovered body parts that made up for it.
6.) “Zweihänder” were only used for very specific combat situations
Zweihänder—massive two-handed swords—were only used for specific purposes and usually not in one-on-one combat as is often seen in movies or games. One of these purposes was using their reach to break up enemy formations. In fact, one type of two-handed sword even owed its name to that purpose: Gassenhauer (German, Gasse = alley, Hauer = striker)—the fighters literally used it to strike “alleys” into an enemy formation with wide, powerful swings.
7.) It’s all about distance
While I was subconsciously aware of this, it might be helpful to remember that distance was an incredibly important element in fights. The moment your opponent got past your weapons ideal range, it was common to either switch to a different weapon or just drop your weapon and resort to punching/choking. A good example of this are spears or polearms—very powerful as long as you maintain a certain range between you and your opponent, but the moment they get too close, your weapon is practically useless. That’s also why combatants almost always brought a second weapon into battle to fall back one.
8.) Real fights rarely lasted over a minute
Another truism, but still useful to remember: real fights didn’t last long. Usually, they were over within less than a minute, sometimes only seconds – the moment your opponent landed a hit (or your weapon broke or you were disarmed), you were done for. This is especially true for combatants wearing no or only light armor.
9.) Stop the pirouettes
Unfortunately, the spinning around and pirouetting that makes many fight scenes so enjoyable to watch (or read) is completely asinine. Unless it’s a showfight, fighters would never expose their backs to their opponent or even turn their weapon away from them.
10.) It still looks amazing
If your concern is that making your fight scenes realistic will make them less aesthetic, don’t worry. Apart from the fact that the blocks, swings and thrusts still look impressive when executed correctly, I personally felt that my fights get a lot more gripping and visceral if I respect the rules. To a certain extent, unrealistic and flashy combat is plot armor. If your characters can spin and somersault to their heart’s content and no one ever shoves a spear into their backs as they would have in real life, who survives and who doesn’t noticeably becomes arbitrary. If, on the other hand, even one slip-up can result in a combatant’s death, the stakes become palpable.
That’s about it! I hope this post is as helpful to some of you as the lessons were to me. Again, if anything I wrote here is bollocks, it’s probably my fault and not Jeanne’s. I’ll try to post more stuff like this in the future.
Cheers,
Nicolas
A character who usually fights with a specific weapon has found it in the hands of their enemy. Do they have a special connection to their weapon? How do they fight without it? How do they guard against it? Do they get it back?
⚔OC BATTLE ASKS⚔
1. Weapon of choice?
2. Any magical powers?
3. Any special talents?
4. What is their first move in any fight?
5. Fighting style?
6. Over what enemy do they hold the most advantage?
7. What enemy are they at a disadvantage to?
8. Biggest strength?
9. Biggest weakness?
10. What is their achilles heel?
11. What do they do in a last ditch effort?
12. What is their attitude towards winning?
13. What is their attitude towards losing?
14. What is their ultimate move?
15. Any secret techniques?
16. Are they formally trained?
17. Speed, strength, or strategy?
18. Any battle philosophies?
19. What is their most preferred battlefield?
20. What is their least preferred battlefield?
21. Who would they most like to fight beside?
22. Who would they actually fight well beside?
23. Who would they least like to fight beside?
24. Who would they fight the worst beside?
25. Are they good at fighting in teams or do they fight alone?
26. Any special quirks?
27. Any scars? Mental or physical?
28. Is healing an option for them? How long does it take for them to bounce back after a bad loss?
29. Who do they want to fight the most?
30. Who wants to fight them the most?
31. Who would win between ______ and _______?
32. At what point do they know they’re going to Lose a fight?
33. At what point do they know they’re going to win a fight?
A secret fight scene between discrete assassins in a masquerade ballroom. Who is the target? Who are the assassins? Is one trying to protect the target, or are they trying to kill them before the other does?
A fight scene between a killer and a pacifist.
3 characters are in a car. Character A is trying to drive the car to their destination. Character B is trying to attack Character A. Character C must protect them. How does the fight scene occur on such a small space? Can Character A keep their focus? Is anyone else trying to attack them from the outside, such as enemy vehicles? What is the terrain like? Does Character B succeed?
2 allies are forced/mind controlled to fight each other
Writing fight scenes
@bluebxlle_writer on Instagram
1. Pacing
A fight scene should be fast-paced and intense. Unless it’s a final battle with numerous parties, a fight scene that’s too long tends to take away suspense. To speed up your pacing, use active voice to describe movement and don’t overdescribe your characters’ thoughts. Excessive inner monologue will be unrealistic, as people usually have no room to think during intense combats.
2. Character mannerisms
Here’s a point that people often overlook, but is actually super important. Through fight scenes, you should be able to reveal your characters’ contrasting mannerisms and personality. A cunning character would play dirty - fighting less and making use of their opponent’s weakness more. A violent character would aim to kill. A softer one would only target to disarm their enemies, using weakened attacks. A short-minded character would only rely on force and attack without thinking. This will help readers understand your characters more and decide who to root for.
3. Making use of surroundings
Not only the characters, you also need to consider the setting of your fight scene and use it to your advantage. Is it suitable for fighting, or are there dangerous slopes that make it risky? Are there scattered items that can help your characters fight (e.g. nails, shards of glass, ropes, wooden boards, or cutlery)? Is it a public place where people can easily spot the fight and call the authorities, or is it a private spot where they can fight to the death?
4. Description
The main things that you need to describe in a fight scene are :
• Characters involved in the fight
• How they initiate and dodge attacks
• Fighting styles and any weapons used
• The injuries caused
Be careful to not drag out the description for too long, because it slows down the pace.
5. Raise the stakes
By raising the stakes of the fight, your readers will be more invested in it. Just when they think it’s over, introduce another worse conflict that will keep the scene going. Think of your characters’ goals and motivations as well. Maybe if the MC didn’t win, the world would end! Or maybe, one person in the fight is going all-out, while the other is going easy because they used to be close :“D
6. Injuries
Fights are bound to be dirty and resulting in injuries, so don’t let your character walk away unscathed - show the effect of their injuries. For example, someone who had been punched in the jaw has a good chance of passing out, and someone who had been stabbed won’t just remove the knife and walk away without any problem. To portray realistic injuries, research well.
7. Drive the plot forward
You don’t write fight scenes only to make your characters look cool - every fight needs to have a purpose and drive the plot forward. Maybe they have to fight to improve their fighting skills or escape from somewhere alive. Maybe they need to defeat the enemy in order to obtain an object or retrieve someone who had been kidnapped. The point is, every single fight scene should bring the characters one step closer (or further :D) to the climax.
8. Words to use
• Hand to hand combat :
Crush, smash, lunge, beat, punch, leap, slap, scratch, batter, pummel, whack, slam, dodge, clobber, box, shove, bruise, knock, flick, push, choke, charge, impact
• With weapon :
Swing, slice, brandish, stab, shoot, whip, parry, cut, bump, poke, drive, shock, strap, pelt, plunge, impale, lash, bleed, sting, penetrate
As someone who struggles to write fight scenes, this is absolutely amazing!!