World, Writing, Wealth discussion
Storytelling and Writing Craft
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Crafting Action Scenes #1 - Progression
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I think actual fights should be relatively short. You can extend them by having someone running away, etc, but if you want to keep it real, a body can only take a limited amount of damage, and before you start talking about 12 round boxing matches, they have breaks, gloves, rules, and the boxers are very well conditioned. I have nothing against a fight being one-sided, as long as the fight has a clear purpose to the story. What I really dislike is the MC fighting overwhelming odds - he should be overwhelmed. I also dislike the MC having "miraculous recovery". You sometimes see he gets knife to the gut, and keeps up superhuman efforts for the next day or so. Yeah, right.
Graeme's third error should be noted. The same sort of fight over and over again is just boring.
The above is for fight scenes only. Battles are different, and need a separate thread.

Agreed. I read a fight once, which was an extended series of punches, over and over, over and over, over and over..... and over again. I was bored 1/2 way through and waiting for this 'dumb,' fight scene to finish.



I'm absolutely using this technique.

Interestingly, I avoid this. In my fights, either the two reconcile, or one gets sidelined thereafter, e.g.. dead or in jail. The exception is battles, where the opposition decide to retreat, and the other guy escapes.

Escalation of risk/threat is critical, but I take the view that you can also use the broader environment to effect.
I.e.
Dirk Striker, his pistols empty, faced off against his arch-nemesis Dr. Agon.
The doctor laughed, a wild shriek of triumph. "You may have slaughtered my ninja's but you will not escape my little friend."
He punched a big red button on the wall. The ground heaved. The volcano beneath the Dr's secret lair exploded, a river of magma engulfing the one remaining helicopter on the roof helipad.
"Ha," the Dr. laughed, activating his jet pack, and zooming upward into the sky.
Dirk twisted about. The magma was everywhere, the helipad a shrinking island within a fiery sea.
"What the hell do I do now?"


That is great! I love it!


Many of us will write action scenes, so I'm shooting out some threads to kick of discussions.
Principle #1: Progression: aka "Increasing the stakes," aka "Turning the screws."
[Method #1] Implementation across multiple scenes: If your writing anything with more than one scene, you can apply this principle across multiple scenes as a progression of risk/threat/difficulty for the main character.
For example the following set of scenes demonstrates the principle.
Scene 1 - Initial contact b/w MC and opponents - verbal conflict only, inneuendo, hidden meanings and threat, outright threats, harsh language.
Scene 2 - Brawl - definent threat of serious injury, risk of death, use of "at hand" weapons, e.g. chairs...
Scene 3 - Combat - MC and opponents try to kill each other. Real weapons used.
Scene 4 - Combat - 1st Escalation - Increased numbers of opponents, increased quality of opponents (i.e opponents are tougher), a change in location (or environment) where the advantage shifts to the opponents of the MC.
Scene 5 - Combat - 2nd Escalation - Direct combat with senior powerful opponents, very high risk for MC.
Scene 6 - Combat - Climax - Direct combat with Nemesis character, or major power directly opposed to the MC.
NOTE #1: In a novel, the above principle can be applied across sequences of scenes. I.e. You may have multiple scenes to do each of the steps above.
NOTE #2: It's extensible - you can add as many steps as you like as long as it is progressively more difficult for the MC with each step - forcing the MC to lift their game with their response to the increasing risk/threat/diifficulty.
Easy Author Error #1: Opponents are too easy = low risk = boredom.
Easy Author Error #2: Opponents are too tough and yet the MC keeps surviving - risks believability. (interesting combats are balanced - the reader is not sure who will live and who will die).
Easy Author Error #3: Lack of progression = scenes with similar level of risk, one after the other, again and again, etc, etc = boredom.
Advice: make use of the environment to increase the risk, threat, difficulty levels. i.e. Have the lights go out, have it rain, have the engine on the getaway car not start, have it be foggy, have a key ally betray the MC, have a key ally be captured (and taken off the board...) - don't just rely on having tougher opponents.
[Method #2] Implementation within a scene: Break your scenes down into the following elements.
MC's Goal - what do they really want right now.
Obstacle #1 - something bad happens
MC Response #1 - solves first obstacle
Obstacle #2 - something worse happens
MC Response #2 - elevated - has to work harder/take more risk/think faster, etc - solves 2nd obstacle
Obstacle #3 - something even worse happens,
and so on.
There is a rhythm inside the scene of obstacle/response that the MC (or POV character) has to deal with a progression in risk/threat/difficulty of the obstacles.
Thoughts?