by Mayumi-H | Sep 21, 2013 | Process
Some quick new fiction below. Request follows.
She tilted her mouth to his ear, her words clinging and winding around his brain like sticky spider’s silk: “Get rid of him.”
Axton turned and took a single step toward Hal, who slid back a step of equal measure, still warning, “She’s controlling you. But you can fight her-”
“Get out,” Axton told him through his teeth. Taking another step, he curled his fingers into a fist, forcing his arm to stay at his side. Don’t go for the gun, he thought. Don’t go for the gun–
“Axton,” Hal began.
Widow followed a beat after, the threatening prompt of her voice thumping with his blood: “Axton.”
“Get out!” Axton shouted, and he lunged at Hal, fist leading the way.
Hal sidestepped, hair flapping. Squaring his shoulders, he turned on his side, to make a smaller target. But Axton was faster, knew the tricks, and grabbed Hal by the front of his jacket, yanking him in for a sharp knee to the gut.
Hal doubled over but didn’t drop. Axton felt something hard – a fist – slam into his belly. Hearing himself grunt, he fought again against his survival instinct.
–not the gun not the gun not the gun–
An “action” scene from my latest venture. I’m trying hard to make these better with each permutation of my writing. There’s more, of course, but that would be spoiling things, wouldn’t it?
For those of you who write action, care to share your thoughts? Tips? Critique? I’m open to suggestions!
by Mayumi-H | Jun 2, 2012 | Process
My sister runs an online RPG (role-playing game). One of her players writes his group interactions – including combat – with a wall of text: probably about thirty different actions in one response.
This isn’t how you run a game in person, let alone one played over the Internet, where everyone has to read everything.
When I played these games (usually around a table with a half-dozen similar geeks), we were told that our “actions” – what we did in the game, usually as a reaction to a stimulus (such as a club being swung at our heads) – would be about ten seconds. If it takes you longer than ten seconds to describe what you’re doing, that’s too long, and it requires more than one action. (And we’d get smacked by our Game Master for such a transgression. This is likely why my default answer for most conflicts was, “Uh…I fire another arrow, I guess.”)
Rolling the dice for a fight
This short-but-sweet technique can help with writing, too, especially when it comes to fights.
My first “real” fight scene – a thankfully brief tussle between a spearman and a cavalryman – read like Kirk fighting the Gorn captain. I described everything in detail, which slowed everything down. Then I remembered the 10-second rule. Any action in a fight scene should be able to be read in at most the same amount of time it would take to perform such an action. Time to read description =< action itself.
Kirk “fights” the Gorn in the episode “Arena”
Of course, you can vary it a bit, depending on the situation. I wrote one fight scene that was supposed to be very balletic, so I described a lot of it. I thought that was warranted (even if maybe it wasn’t; that’s my story, and I’m sticking to it). But most of my fight scenes, I prefer to keep short. Hack, slash, fall, run. I’ve also found that writing fight scenes with a quicker tempo works better for creating tension.
If a sensei and a gakusei (teacher and student) are having a sparring match, they might be talking and explaining during the moves. A slower, more descriptive block of text might be warranted. But in a life-or-death situation, the curses, punches, and kicks should be flying. One of the best ways I’ve found to keeping this excitement up is not to dwell on any one action for more than ten seconds. Really, more than two seconds is probably too long. But I’ll grant ten seconds, to start.
This isn’t homework, necessarily, but take a look at the video above, from the excellent Fist of Legend. Now, decide how you’d write it. (I can tell you how I wrote it…but that would be cheating.) Remember that stylish action should be quick and to the point. You can drop some elaborate moves in there once in a while, but a fight scene is not a dinner party; don’t waste your reader’s time with a lot of unnecessary detail.
So, what’s your technique for writing fight and battle scenes?