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howtofightwrite · 7 days
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How good would a whip be as a weapon? I'm not interested in it being a lethal weapon but more of it being a weapon that can defend someone long enough to get away or at least disarm or disable someone. I don't see a lot of people or character or referrals on how to use it and that's probably because it's not good enough?
Not great. The whip, like the goad and cattle-prod, aren't really designed for use as weapons. They're designed to control animals. (...and, yes, that does sometimes include humans, but again, in a non-combat, control role.) Part of the problem with the whip is, it's not much use against someone wearing armor. Or, even, heavy clothing.
Now, whips do have a legitimate military history as discipline tools, but that's very different from trying to take them onto the battlefield.
The reason reason you'll still see characters using whips, when you've probably never even heard of a goad, is because the whip is visually dynamic. It looks cool. You don't see Indiana Jones using a whip because it's the best choice of weapon, you see him using one because it stands out, and as a result, it has become iconic. It's delivering a specific vibe.
At the same time, the goad is just a pointy stick.
Whip disarms are a neat trick. And, very doable in a controlled environment. However, successfully disarming someone who's actively trying to kill you is going to be a bit more challenging, and also raises the question, “If you're putting this much effort and attention into taking away someone's weapon, shouldn't you be spending that effort and attention taking their life instead?”
This is probably little thought experiment about combat disarms. There's no point in disarming a corpse. So, why not just skip the middle step and go straight to the corpse-making? A question that Indiana Jones famously answered when, instead of dueling a sword master, simply pulled out his .455 Smith & Wesson and dropped the guy. (The real reason was that Harrison Ford was ill from food poisoning, and in no condition to shoot a prolonged fight sequence. So instead we accidentally got a character defining moment of pragmatism.)
To be clear, if it seems that I'm a bit negative on the subject, I do think the whip is a neat weapon. It's visually dynamic. It's loaded with symbolism. I think it's fantastic in a fictional context. It's just not practical.
There are fantastical versions of the whip that are better options. William Gibson's use of monowire comes to mind as an immediate example. Where the whip itself is created from a monomolecular carbon fiber, and can, as a result, cut through basically anything it strikes. Similarly, I still have serious reservations about the Lightwhip from Star Wars' old Expanded Universe, but it would carve through anything pretty effectively (including the wielder.)
Even in those cases, the whip is a weapon you choose for the aesthetic, more than the practicality.
-Starke
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howtofightwrite · 14 days
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I don't know if you covered this before, but how does being left-handed effect handling weaponry? I imagine it doesn't impact too much with guns, but I've heard it can alter how using a sword works. How true is this, in the end?
That's sort of backwards. With a handful of exceptions, being left-handed doesn't do much to how you handle most melee weapons. The big exceptions are if you're wielding a shield, and in some medieval siege assault situations. Being a left-handed shooter, on the other hand, comes with a host of considerations, and in some cases, requires modifying your firearms so that they're convenient to use, or in others, it straight up requires learning to shoot right handed.
So, the part about this that is true, has nothing to do with which hand is dominant. Speaking from personal experience, it is much easier to accurately shoot with your off-hand, than it is to wield a melee weapon off-handed.
So, the issue with being a lefty with a shield is that your shield will be on the right side of your body while your opponent's shield will be on the left side of theirs. This means you're mirroring each other, and blocking an attack with your shield (or your opponent doing the same to you) is far more vulnerable to stepping out of line slightly and striking your opponent's weapon arm. This goes both ways, though a left-handed fighter is more likely to be prepared to immediately exploit this opening, simply because there are more right handed fighters, so they'll be encountering this situation more often.
The second exception is architectural. We've mentioned this on many occasions, but medieval castles were designed to favor the defenders. This took multiple forms, but among them were stairways designed so that someone invading the castle would have their right arm pressed up against a wall, while their left hand was free. (This was true both with open stairways, and also with spiral stairways inside the keep.) The assumed word here is, “designed to favor right-handed defenders.” A left-handed assaulter would be able to use their dominant arm freely as they assaulted, because the keep was (accidentally) built to favor them. In some cases, they might even have advantages over the right-handed defenders, such as being able to attack freely from above as they descended.
I'm been mostly thinking about the standard infantry sidearms of the era, but is worth remembering that a left-handed spearman would be a problem in a tightly packed formation (such as the phalanx), because their arm would be running extremely close to their fellow fighter on the left side of their battle line, while leaving a gap to their right.
It's also worth knowing that most lefties train (often involuntarily) some degree ambidexterity. Everything from doorknobs to jars are built for right-handed people, so, you learn to do things with your off-hand that a right-handed individual would never even think about. Hell even just putting on your clothes in the morning will train some dexterity in your right-hand, which a right-handed individual would never do with their left. (Amusingly, the major exception to this would be some articles of women's clothing, which were originally oriented opposite a man's clothes so that a servant could fasten her clothes for her, using their right hand for the more dexterous bits.) (Actually, if you know your Latin, there's a pun in the previous sentence, and I am truly sorry for that.)
Now, when it comes to firearms, being a left-handed shooter can be annoying. It also means you're far more likely to write about firearms in some public capacity. So, that's a weird trend.
The biggest problem tends to be the controls. A lot of firearms will position their controls to be convenient for a right-handed operator. If you're left-handed, you'll find yourself having to reach over the weapon, or break fire position, to interact with those settings, more than a right-handed shooter would. This can include safety switches, fire control groups, magazine releases, slide/bolt catch releases, and even decockers.
It's fairly rare to encounter a handgun where the slide release and safety are ambidextrous. Ambidextrous mag releases are a bit more common these days than they used to be, so that's always nice. But, whenever someone breaks out a 1911, yeah, that's really expecting you to be right-handed.
This isn't just with modern firearms either. One of my favorite handguns is the Colt SAA. The gun is over 150 years old, and if you're left-handed, reloading it will see you dropping spent brass onto the back of your hand. (Or cradling the gun, and clearing the cylinders that way, which is entirely valid.)
Sometimes, you can modify a gun for left-handed use. This will often involve things like replacing the magazine release (and praying that the mags' manufacture considered someone would switch the release button, or cutting new release notches into your mags.) Revering the safety (which in some of the most obnoxious cases, also means replacing the grip paneling.) This is all doable, but you're going to put a lot of work into making the gun comfortable for your left hand.
Though, there are other solutions. The H&K USP's massive slide release leaver, designed for use with gloves, can easily be operated by a left-handed shooter's index finger. (Also, the USP has an ambidextrous mag release, and the safety/decocker is positioned so that you can, at least, safe and unsafe it with the first knuckle of your index finger, though, good luck decocking it, without moving your left hand out of the way entirely), and in other cases, you can flip your thumb over the slide to adjust it.
In the case of most push button releases, you can simply eject it by drawing back your middle finger and pressing the button directly. Though, this does lead to another problem. Your hand is not supposed to be right over that button at all times, and until you learn how to manage the recoil on a gun, it can very easy for a left-handed shooter to accidentally drop the mag after they fire. This is especially an issue for Glocks and SIG P220 series pistols. (Ironically, this is less of a problem with the Beretta 92/M9 family of pistols, given how the push button sits in the grip.)
If you what a modified left-handed pistol can end up looking like, McClane (Bruce Willis)'s Beretta from Die Hard was modified to accommodate his left-hand dominance, with the major differences being the slide release being modified, and the mag release being replaced with one that was easier to reach.
Behind the controls, is the slightly less common non-ambidextrous grips. I still remember this MP5 variant with a contoured thumb rest on the left side. Perfect for a right-handed shooter, but if you're a lefty, it would dig into your palm. This is slightly more common with hunting rifles, and sporting guns in general, but as the MP5 above indicates, it's not exclusive to them.
It's also worth remembering that this last issue can pop up with melee weapons as well. If a rapier is designed to be held in the right hand, it might not be compatible with your left hand. I've never seen this personally, but it's something worth remembering.
The end result is, a lot of left-handed shooters learn to shoot right-handed for situations where the firearm simply isn't compatible with their dominant hand. (Cue: multiple people saying, “hey, I never learned to shoot with my right hand.”) I don't know who those individuals are, but, frankly, unless they've only handled customized, left handed guns, I'm dubious about that one.
So, it is certainly a thing, but it affects firearms far more than melee weapons.
-Starke
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howtofightwrite · 21 days
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Have you read GRRM books? He claims swords needed to be “especially designed for women’s hands” how true is this?
About as true as all of those, “girl guns.” Because, as you know, a woman cannot hold a Glock unless it's pink or sky blue. Which is to say, not even remotely true.
You might get a situation where a child would be unable to operate a weapon designed for adults because the grip is too cumbersome, but even this is going to be something of an outlier. Even years later the Nicholas Cage's line from Lord of War (2005) sticks with me, when describing the AK he narrates, “...so simple a child could use it, and they do.”
Just like basically any other common grip you encounter in your daily life, from screwdrivers to steering-wheels and cell phones, selling smaller, or more colorful ones, is strictly a marketing gimick.
Now, is a legitimate context, but it doesn't really have anything to do with the wielder's sex. If they had the money, the time, and the desire for a perfect grip, they might commission a smith to produce a grip specifically for their hand. Though, the only place I've ever come across this was in competitive fencing. I have seen cases where someone modifies their blade's grip with tape or other materials to better fit their hand, or the addition of a leather (usually shagreen) wrap over their grip, but even that is somewhat unusual. (Shagreen is leather from a shark or ray, and it grips the skin, making it easier to hold, especially when wet.)
Ironically, girl guns do illustrate the one case where have some weight: Weapons as fashion accessories.
I know I've complained about weapons (particularly handguns) as fashion accessories in previous posts, but the truth is that using weapons like this is not new behavior. In the early modern era, one of the ways the rising middle class liked to display their status was with a sidearm. (In this case, referring to a sidesword or, later, a rapier.) I've looked specifically into women carrying sidearms at that point in history, but it really would not surprise me in the least if they did, and if there were, that at least some of those swords were specifically designed to be more delicate and, “feminine,” per their owner's tastes. (Though, to be fair, a more delicate grip on a rapier would be fairly impressive, as the grips tend to be pretty thin.) This is a case where you might want to look into it further, if it really catches your interest, but I've never really run this down before.
If you're still dubious, feel free to wander into nearly any HEMA event, and you'll have a better than average chance of a woman being willing to prove this idea false with a Zweihander, that may in fact be taller than she is. (Historically, Zwiehanders could be over 2 meters long, and chances extremely good that you're shorter than 2 meters.)
I know I'm regurgitating previous posts here, but it really is worth remembering that swords are much lighter than people think. Zweihanders are some of the heaviest battlefield swords from history, and even the heaviest examples weigh less than 9lbs. Women in HEMA can, and do, use them effectively. Swords aren't about being big and heavy, they're about being a (in this case) seven foot long razor blade.
Since we're on the Zweihander specifically (and this may also apply for some of the other greatswords, such as the Scottish Claymore), this is a case where you might have a custom weapon forged for you. However, in this case, that's more about the right blade length, then worrying about the grip being too thick or too thin. Ideally, you want the blade length to match your height (roughly), this is because of the drills with the weapon itself, though you could adjust to a longer blade if that's what you had.
Now, to be clear, the idea of someone, particularly a noble, having a blade custom forged for them specifically isn't strange. That's something that did happen, both at the noble's request, and also as diplomatic gifts from other nations. Examples of the latter resulted in beautiful art pieces that you would never take into battle.
If you had a situation where you couldn't use a sword because the grip was too large (for, whatever reason), there are ways to fix that. In an ideal situation, you could simply pop off the pommel and grip, and then replace the grip with one that was a better fit to your hand. If the tang itself was the problem (this is the metal core of the grip, and is part of the blade, which the pommel attaches to), you might be able to shave (or file) down the tang, and then replace the grip with a new one, fitted to the now smaller tang. I'm not particularly wild about modifying the tang directly, simply because there is a (minor) risk of reducing the structural integrity of the sword in the process. Though, replacing the grip (especially on a sword with a threaded pommel) is very doable, and unless someone, somehow, screws up catastrophically, it should be a pretty trivial modification. (Again, replacing a sword's original grip with a new shagreen grip does make a lot of sense if the owner wants that improved grip.)
But, to the original question, it's not really a thing.
-Starke
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howtofightwrite · 28 days
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I'm writing a scene where character A gets ambushed by an assassin. A gets injured and starts bleeding out. B swoops in to save them in the nick of time, but A starts fading in and out of consciousness. B transports A using a horse-drawn carriage (setting is 1890's London, so no cars) to a safe place for medical attention. Would the carriage be safe enough for transportation or make things worse? Also, any ideas where the wound could plausibly be located on A? (Stab/cut, no guns.)
Okay, so this is a good news/bad news situation.
The good news is that blood loss is really easy to understand. If someone pokes a hole in you, and you start leaking, you'll generally keep leaking at a pretty consistent rate until you manage to stop the leak, or until you start getting additional holes poked in you.
Now, joking aside, moving around, and staying active can accelerate bleed out. Especially if you're engaging in activity that keeps your heart rate up. For example: Running, or fighting. But, normally, you're going to keep losing blood at a fairly consistent rate. (Now, it's worth noting, as you lose blood, your body will actually increase your heart rate to keep oxygen going to your brain. This means that the rate of loss isn't completely consistent. You'll also start hyperventilating.)
The fun part about blood loss is it can actually turn into a math problem. If you know the volume lost per interval, you can calculate roughly how long it will take to die. Just take 2,000, then divide that by the blood lost in milliliters per interval (so, for example, minutes), and then you will know how many minutes your character has before they bleed to death. (Technically you can go over that two liters lost a little bit. (In sloppy napkin math, this means that you'll slightly overestimate how long the character will last.)
Here's the problem.
Hypovolemic shock has four recognized stages. These stages are bracketed by how much blood you've lost. Stage one is up to 15%, Stage two is 15-30%, Stage 3 is 30-40%, and Stage 4 is 40% or more. You might know that the human body has roughly five liters of blood in it, and if you were paying attention you'll notice that two liters is 40% of five liters.
As a quick aside, Stage 1's only symptom is that you'll be a little paler than usual. Otherwise you're basically fine (even if you don't feel particularly great.) To put this in context, you can (almost) lose a liquor bottle's worth of blood without serious side effects.
Once you hit stage 2 and 3, you'll see some mental issues. Anxiety and restlessness at Stage 2, confusion and impaired reasoning at stage 3.
Loss of consciousness (and comas) are symptoms of stage 4 blood loss.
This is the bad news. If you are losing consciousness from loss of blood, you have already lost so much blood that your body (and possibly your brain) are already dying. Humans can lose a frightening amount of blood before it incapacitates them. And, that fun little math problem earlier, the time to death that you're calculating, is also the time to loss of consciousness, because there's a tiny margin between, you bled to the point that you're drifting in and out of consciousness, and, you have bled to death.
There's still some hope here, but it's not great. First aid for hypovolemic shock is to stop the bleeding. It kinda makes sense, because if you don't, they'll bleed to death and after that, it won't really matter. That means, if you're swooping in to the rescue, the first thing you need to do is stop the bleeding, as best you can. When you're already looking at someone in stage 3 or 4, you're not going to stop it in the field, and the best you can do is buy time. But that is a critical step.
This leads to a really important question. How long did it take your character to lose two liters of blood?
Because, if they lost that much blood duringthe fight (which is, actually possible with some arterial hits), there is no medical science that would keep them alive long enough to get them to a surgeon. Not in 1890, and even in 2024 it'd be touch and go with modern emergency trauma packs.
This is a mortal wound.
Now, if you slow it down, and they're bleeding out over the course of the ride, that's entirely feasible. You'll probably want to read up on the exact stages of hypovolemic shock, keep in mind that the stages do transition from one into the next. And, keep in mind that, “slipping in and out of consciousness,” is basically the end. At that point they're about to die. Immediate surgical attention could still save their life, but they need a hospital. This is beyond the scope of what a back alley clinic could reasonably deal with.
I know I didn't address it earlier, but, “where,” could be pretty much wherever. So long as it didn't sever an artery, because at that point they would be dead. Arterial nicks could result in serious bleeding over time. Really, any serious, persistent blood loss that refuses to clot could create a situation like this. Deep tissue penetration, particularly when it damages internal organs, can be pretty nasty, and surprisingly hard to stop a bleed. If someone is hemorrhaging internally, that's going to require surgical attention to keep them alive, and any effort to stop the bleed will really be wasted effort (because they'll continue bleeding into the chest cavity), though, unless your characters have a pretty solid grasp of anatomy, they're unlikely to know that.
The real issue here, from a practical application, is just the, “swooping in at the last minute.” If you're really coming in at the last minute, you've got a minute to make peace with their death, and move on. If you get there sooner, you have more of a scene. You have more options to spool out the drama, and subvert expectations.
Consider, alternately: Your character comes in to disrupt the assassin, and the pair make their escape. While escaping, the character who's been injured discovers they're bleeding. Leading their rescuer to realize that the situation is much worse than they initially thought, and having to change route to a hospital, while the injured character starts to become less coherent.
In this alternative, you can carefully track how quickly the character is bleeding out, so that they're getting into the hospital right around the time it's starting to become touch and go. With a real possibility that they'll die, either before or during surgery. (Also, with added stress that now your character needs to keep them safe in a public space, while that assassin is still on the loose, and they can't move the injured character to someplace more secure.)
So, you've got options, and now you've got a math problem you can play with to figure out how quickly your characters will expire after you poke new holes in them.
-Starke
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howtofightwrite · 1 month
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Is it possible for a character who is 18cm shorter and not as muscled as their opponent to pin said opponent to the ground in a few calculated moves? Both characters are fit and exercise regularly, but the shorter character has trained in various martial arts (with and without weapons) and the taller one is more proficient in sword duelling. My intent is to write a sparring scene where the shorter character humbles the (overconfident) taller one. Any specific martial arts I should look at?
So... being shorter doesn't matter. In fact, in this situation, it is an advantage.
I'm going to point out here that if you're not careful, your character that you want to have a badass moment is going to look like an complete asshole because they are humiliating another character who they actually are better than. If they haven't been trading off humiliations to build tension (safely so no one gets hurt) then you're going to have a lopsided “sparring” session. Or, you will, if you haven't been building up your narrative to support the humbling. (And there is a lot that goes into these scenes to make them work, which, if you're not familiar with how martial arts training works then you'll approach it from the wrong mindset and hit Starke's pet peeve.)
Let's hit the ground running with the high points:
Sparring is not dueling.
Sparring is not play fighting.
Sparring is not so you can humiliate your opponent.
Sparring is not about fighting anyone or anything.
Sparring is a training exercise so that both of you can work on improving specific techniques.
Do people in real life get carried away sparring? Yes, they do. Are they complete competitive idiots about it? Yes, they are. Do they get punished for it? Absolutely, they do. This is especially true where they'll be expected to put their lives on the line. Treating violence like a game is detrimental, and leaves the trainee ill-prepared for dealing with real danger when in the field. Make no mistake, that is exactly the mindset you are describing in this question. Your characters (at least your minor ones, the trainers in this situation if your leads are too young or too dumb to comprehend their reality) should care about stomping this attitude out. And you as the author should to. Why? Because if you don't take the violence in your narrative seriously neither will your audience.
There are rules, as a writer it's imperative you establish the rules (and there no rules means you haven't established them for violence in your setting and therefore won't be able to establish the baseline that can be built upon later) and one of the rules is that you're not going to spar someone with a weapon (wood or otherwise) unless you both have weapons. There's not a lot of value in having one character spar with a weapon and one spar without one unless it's a knife, and the point is learning the dangers of knife fighting. And knives make sense because they are in the same distance range as fists. Swords are in a completely separate distance category. They are mid-range weapons.
You don't practice disarms by sparring, you practice disarms by practicing disarms in a controlled setting where you're repeating the motion over and over. Can you humiliate a person by being good at practice disarms? Yes. You do it by being a complete dick. It also requires the character in question to be better at the moves in question than the other character performing them because they need to be able to confidently, or at least believe they can, counter the other person's growing anger while taking the move a step further or two than they're supposed to. It also means they can get away with it without arousing the suspicions of their instructor (or act with their instructors approval) and no one gets hurt. (We hope.) For a character to do this is a sign of overconfidence, FYI. As is trying to humiliate someone in a sparring session. The characters that are good enough? They don't do it.
In fiction, good sparring scenes serve one real purpose. They establish a baseline of skill in safe setting so the audience becomes comfortable only for that to be disrupted and thrown into chaos when the characters encounter real violence. There's two paths for this. Either the character is a big winner only to be brutally beaten later, or they get dumped on their ass to find that they're actually much better prepared than they thought later when it matters. That's why so many stories with these scenes dump their MC on their ass, especially in any Wuxia or Shounen manga. This is because the authors of these stories understand that sparring has no reflection on how well a person will do when they're allowed out of the training safe space. If your baseline is: my character is awesome. Then it's all downhill from that point on.
Say it with me, Losses Create Tension. If your character is winning all the time, you have no tension and your fight scenes will be boring. The goal when it comes to creating a character who is good at fighting is to make other characters look better. Or, from an antagonistic/mentor point they exist to establish the height our MCs must eventually reach/how much further they have to go in their journey. Kakashi's fight with Zabuza or the first fight between Itachi and Sasuke in Naruto are both great examples of how to do this well.
I'm not saying you can't write a sparring scene like the one you intend. I can't tell you to do anything, what I want to you to start doing is considering the implications of the scene, what it may say about your world and characters that you didn't intend, and it's overall impact on the whole of your narrative. Narrative gratification here is work you'll need to do to build back your tension later. Is it a win your MC can afford?
Now, you can look at any martial art that has a ground fighting component for what you want to do unless you're planning on having the duelist spar with their sword. If you want that, you're going to have to do a lot more work with a smaller pool. This will be doubly true if your characters are of European descent and you want to avoid the East Asian martial art styles.
Type: “how do you knock your opponent off balance?” into Google and you'll find a lot of variations.
The basic concept behind putting someone on the ground isn't strength, it's balance. The key is disrupting your opponent's balance. If you're skilled enough or your opponent's footwork is bad enough, it can be done in a single move. In fact, it can be done a variety of different ways from a variety of different moves from countless different martial arts. The question isn't can it be done, the question is how does your character want to do it? The fact they are short only helps them because their center of gravity will be lower than their opponent's, they don't have to work as hard to maintain their balance, their stance doesn't have to be as deep, and they will have an easier time knocking a taller person over. Most people who've never practiced martial arts have no idea how foundational the footwork is or how important the feet are to staying upright.
I personally like reviewing Silat for studying balance, not necessarily for techniques, but because I find their instruction on the concept easy to grasp/digest. They do the string on the top of the head and the balance triangle, which if you can wrap your mind around that you'll be able to conceptualize fight scenes where the character focuses on knocking an opponent off balance better. 
The above is a more advanced video, but if you have no martial arts background or even a sports background whatsoever then you want to aim for instructional videos that focus on concepts over techniques. The advice is always write what you know and if you don't know learn. Copying techniques onto the page won't create a great fight scene. Understanding the concept, philosophy, and basic body mechanics behind the techniques will get you much further. None of them are stand ins for real experience or doing it yourself. If you really want to be good at it, find a martial art you like, find a school nearby, and invest the time.
All of your characters' martial arts moves (whether they are dueling with a sword or fighting hand to hand) function around the body's center of gravity. Your center of gravity is slightly above your hips and in your core muscles i.e your abdominal muscles. They will be trained so maintaining their balance is second nature. When martial artists talk about overextending, they're talking about putting your weight past your balance point which puts you in danger of losing your balance/falling over or being grabbed, kicked, etc and getting thrown, tripped, or forced into a fall. This can happen when you're throwing a punch, doing a kick, lunging with your sword, or doing any other sort of movement. You end up in a position where your balance between your front and back leg is destabilized, which creates the opening for your opponent to throw you. Or when you fall over on the ice, because that happens too.
Some other martial arts to turn to:
Judo
Jiu Jutsu
Aikido
Baguazhang (Seen in Avatar the Last Airbender as the basis for Air Bending)
Tai Chi Chuan
Northern Shaolin
Taekwondo (if you want to do it via kicks, all kicking martial arts innately focus on balance)
Krav Maga
Ninjutsu
The list goes on.
I also recommend dipping your toes into live action martial arts flicks to start getting yourself accustomed to more complex choreography. This is getting yourself out of the animated space (like in anime) and into the space where you have to watch a live person perform the techniques. Asian cinema has a different choreography style than the US does, because there are different cultural expectations. Overall, the choreography is more intricate and they break the action down a lot more (as opposed to American media where they zoom out to cover for the stunt double.) It's easier to see how the bodies are working and they put a lot more focus on destabilizing balance as part of the fight sequences. Hollywood doesn't get into the weird martial arts shit unless it's an actual martial arts action film. You can also do an Avatar the Last Airbender/Legend of Korra deep dive because the action there is also usually on point, but I'm a proponent of going to the source when you want to learn something. So, you know watch Alchemy of Souls instead.
-Michi
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howtofightwrite · 1 month
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Sorry for another question, but can you talk about the malunion fracture? What does this lead to? When can it not be fixed?
I can't go into a great deal of detail. A malunion fracture is where a broken bone fuses incorrectly. Basically, this is what happens if a broken bone is never set, or if it's set by someone who doesn't know what they're doing.
The long term consequences of a malunion fracture can range pretty wildly, from chronic pain, up through the loss of use of that limb, with most examples losing some limb functionality, though not necessarily all use. If the malunion is in a leg, then this could impair the user's ability to walk. A malunion in the arm could severely limit the amount that the victim could lift with the affected arm, or prevent them from lifting anything. Another potential long term consequence is early onset of arthritis.
I'm not aware of situations where it cannot be treated by modern medicine. The, “worst case,” solution for a malunion is to surgically cut the bone, set it, and then either allow the break to heal properly, or inserting plates or rods to hold the bone in place while it heals. So, this one is more of an access to medical treatment issue rather than something that cannot be fixed at all. Though, some physical rehabilitation may be necessary after the bone has healed.
-Starke
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howtofightwrite · 1 month
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I've got a world-building/combat question. I have these two warring nations in my setting, both medieval-ish tech levels. One of them figures out how to make magical flying craft that are basically WWI airplanes. The other country invents dragon riders in response. Since then, they've been at war for ~60 years. I'm trying to figure out how the heck an air force would alter medieval combat strategies. If you've any suggestions, I'd appreciate it
The first, and biggest world building problem is that magic is part of your overall tech level. Ironically, Diskworld is an excellent example of how magical technology can basically function as an alternate path for social and technical development, though, honestly, a lot of high-magic settings tend to have tech leakage from magic.
One of the more common examples that comes to mind are “magical radios.” Either it's an enchanted device that allows person to person communication, or it's direct telepathic communication, but whatever it is, it serves a fundamentally similar role to a handheld radio, or (depending on how it works) a phone. The thing is, it's functionally a magical replacement, and it would affect society in much the same way those technologies have.
This is a long way to say, if your magical combat technology has WWI-grade planes, there is a very real possibility that a lot of your warfare is also going to be at a similar magi-tech level, if not more advanced. Having written that, I'm reminded of The Red Star comic series; though, that has a heavy Soviet aesthetic, and is not-at-all medieval.
Again, it doesn't really matter if you have fully-automatic firearms, or if you have a bolt thrower that conjures and propels crystals at hyper-sonic speeds into your foes. If they have a similar rate of fire, and similar accuracy, the meaningful change is texture. Your characters might see tiny crystal fragments shattered on the floor, or embedded into walls, instead of bullet holes. There may be no smell, or conjuring the crystals might leave a different odor. A handheld lightning projector might leave scorch marks, and a scent of ozone, for instance.
Magic might also factor into armor and defenses. If you can use a magical ward to dispel conjured objects, that might be extremely useful for fortifying specific targets against incoming conjured attacks, but it would likely be wholly ineffective against the lightning projector, or some other kind of directed energy beam weapon.
“Inventing,” dragon riding as a response to someone else making a magical airship, does strike me as an odd cause-and-effect. If dragon riding was that easy, it would seem likely that someone would have militarized them long before that point. Inventing flying objects that could function as a hard counter to dragons feels a little more natural. Or, magical, AA installations. Though, this is something that could probably be finessed, if you're really committed to the setup. It's also worth remembering that air superiority is an extremely potent advantage, even if you're not sure what to do with it, meaning that if one side suddenly had fliers, and the other side couldn't come up with a counter in short order, they'd be picked apart, and the war wouldn't have this 60 year timescale.
If it seems like I went to ranged weapons very quickly, there's a simple reason. You can't joust from a plane. Your options are to either propel objects at people, or drop things on them from above. Dragons also (usually) have the option to breathe fire on them. Now, firearms did exist in the late medieval era. So, that's not that far out of range. I'm less sure of the invention of bombs. At least, of the variety you could deliver to your enemy on the battlefield. Though, it occurs to me, you could probably use a catapult or trebuchet to deliver an explosive payload, if the explosives were stable enough to survive launch, but sensitive enough to detonate on impact. (Of course, if you have some kind of magically primed explosive, that stays stable until it is ejected from the catapult, and then explodes on impact, that would work.)
Looping back to the timescale again, this would require some pretty potent defensive capabilities. A dragon, with the ability to breathe fire, and the capacity for strategic thinking, could easily starve out an entire kingdom, simply by making a habit of torching all the cropland it could find. It doesn't, particularly matter if it gets all the food, so long as it torches a meaningful percentage of the available crops. When you have farmers going hungry, you're going to see food production dipping, exacerbating the problem. When you have soldiers going hungry, they're not going to be able to fight as effectively. When you have the peasantry going hungry, you're going to see civil unrest, and probably rebellions coming for their lord's head. You can't wage a war against a hostile nation under those circumstances. (In fact, there were multiple peasant revolts during the Hundred Years War, which basically stalled out France's ability to fight. England also suffered multiple peasant uprisings at roughly the same time. Though, those were motivated by taxation, which ends in a similar place.)
A related concept that's somewhat hinted above, is that wars are expensive, and both France and England found themselves facing uprisings because of taxation needed to support the ongoing war. (The irony being that both nations encountered this at roughly the same point in history. Roughly 40 years into the war.) A war that's been going for 60 years will likely have ravaged the economies of the involved nations. This isn't necessarily something that your characters would be aware of, unless you expand the context to show non-wartime economies.
The simplest explanation for why this happens is that any money you spend prosecuting the war are products that you never see returning value from. The money itself doesn't leave the economy, but the natural resources, and labor required, are expended non-productively (from the perspective of economic growth.) So, if you have a peacetime merchant, they're moving money around, but they're paying for their goods, and then those goods are going to consumers, who may also be contributing to economic activity with those goods (this even applies for food, you can think of that as a necessary component to any productive activity.) If you're a wartime merchant, selling weapons to the military, you are contributing to economic activity when you buy the weapons, but when they're sold to the crown, that's no longer productive. Those weapons leave the economy and never return. Worse, any soldiers who are permanently wounded, or killed, are also removed from the economy. Over time, this can destroy the most prosperous of nations. (To be clear, this is more advanced economic analysis than anyone in the middle ages would have had. So, the idea that wars are expensive was understood, but the exact reasons it slowed the economy were not.) And, this kind of thinking is another form of technological advancement. Ideas for understanding complex systems have become more intricate and detailed over time. While it's not the concept of, “invention,” that you might be used to, it is a similar form of progress.
So, how would this look in your world? There's a lot of potential consequences, most of which are not contradictory.
An impoverished lower-class is very likely. Whether that includes wounded veterans or not is a little more up in the air, though after 60 years, military pensioners, and those who suffered life-altering injuries on the battlefield are likely to be a common sight, either on the street or in the poverty line. (Especially if the crown is willing to enforce drafts and conscription.) At this point, that might be a very real possibility.
A struggling aristocracy is also likely, with former major power players who've declined into poverty. This might take the form of borderline abandoned estates that have been taken over by the crown or squatters. (Probably not both at the same time.)
Serious inflation is likely (and could be why formerly stable guild members, merchants, and even some of the aristocracy might now find themselves struggling.) I realize this point isn't something most really think of when you're trying to write a fantasy world, but it's worth considering. More likely this will be seen in food prices having increased over time. So the major symptoms you'd likely see would be decaying structures that no one has the resources to maintain, rising food prices, and generalized poverty. Even in a fairly magically advanced setting, a lot of these things would, likely, still happen. Of course, if the dragons have been used to destroy the agricultural base, things would be even worse in that nation. To be clear, food and taxation riots are not off the table there.
This is sort of a non-sequitur, but if you have a setting with classic transmutation (lead, or other base metals, into gold), you would actually see inflation with every batch of transmuted gold hitting the market. It's sort of an amusing note on the fantasy of being able to produce as much money as you want, but ultimately, it's actually harmful from a macroeconomic perspective. (Basically, the same reason counterfeiting is a problem.) Though, it is a possible hook for criminal groups in one of those nations, producing counterfeit gold via transmutation.
There's also a real world example from 2020, where a jewelry company had fabricated “fake,” gold bars as collateral to secure loans. In total, they claimed to have 83 tons of gold used to obtain loans worth over 2.8 billion dollars, from 14 different creditors. Except, when they defaulted on those loans, and were forced to hand over the gold, it was discovered that these were in fact gold plated copper bars.
I realize the question was about the flying forces specifically, but so long as that advantage is dealt with quickly, and neither side is able to monopolize air superiority, that's not going to change nearly as much as having that level of magical advancement would on its own, and of course, the general consequences of having a war that's been going on for long enough that multiple generations have died on the battlefield. That's going to a bigger effect on your world as a whole.
-Starke
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howtofightwrite · 2 months
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What weapon or method of shooting an arrow requires the least amount of physical strength, and how much strength does it require? I need a 13-year-old boy who isn’t especially athletic to shoot a dragon with a magical arrow, and I’m trying to figure out what kind of magical enhancements would be needed (if any) to make this scenario plausible.
So, the real answer would be a mechanical compound bow, which wouldn't exist in your setting. Followed closely by a heavy crossbow, which might exist in your setting, but the strength requirements would be significantly higher.
Barring that, I suspect the answer would be strength enhancing enchantments. You'd probably also need some kind of durability enchantments, like bracers of armor or a ring of protection, otherwise the strength enchantment could cause serious harm. (Though, this could be an issue with any basic strength enhancement, just given that kids are a bit more fragile than adults, the concern is more immediate.)
This leads into a weird rabbit hole I've never really considered before,what are the consequences of applying physiology altering enchantments to a child? I mean, you generally don't want to dose a kid with performance enhancing drugs, and a lot of substances can have permanent effects on their development, so it follows that magically altering the fabric of reality might have some undesirable, or at least unexpected, side-effects.
I'd speculate, but, honestly, there isn't really a limit to how weird this could get, depending on how magic works in your setting, so if it's an idea you want to play with, go nuts.
In the specific case of shooting through a dragon's hide, you probably need a bow that hits with superhuman force. I'm just going off the idea of dragons having unusually resilient hides and/or scales here. If the arrow is enchanted to blast through that defense, then the archer probably doesn't need to be unusually strong. But, if it doesn't, and the arrow is just a payload, it does raise questions about what's kept the dragon from becoming a pincushion before this. Of course, the arrow could be both, but again, that negates most of the need for a strong archer. Similarly, the bow could be enchanted to penetrate armor, while the arrow is enchanted as some kind of mystical payload. Though, again, that doesn't mean this wouldn't affect the shooter.
-Starke
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howtofightwrite · 2 months
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If someone was shot through the thigh (Nothing major hit, clean entry/exit wounds if logistically possible, how long would it take before they could walk without an aid of some kind? I'm counting hobbling and limping as walking.
Follow Up Question: Any idea what kind of med care that would need without getting a hospital involved with it?
So, this is one of those times where the answer really is, “it depends.” While you can't walk off a gunshot wound, getting shot in the leg might not actually stop you from walking or running, though this comes with a caveat that you're not going to make it especially far. Though the answer to, “how far?” could easily be, “as far as adrenaline will carry you.” This includes cases where the bullet fractures the bone, but doesn't completely shatter it. Though, those cases are going to be extremely unpleasant (for obvious reasons.)
Actual recovery times will vary wildly depending on far too many factors, and you can end up with chronic pain that never heals. Best case, you're looking at a couple weeks before the wound heals, most of the time you're looking at a few months, and lingering pain could last for over a year (if it ever does go away.)
While this is an unusual example, the warning about not aggravating a wound still applies, and trying to hobble around after getting shot is a fantastic way to inflict more harm on yourself. Figure it will take roughly ten weeks for the meat to properly heal up, and while you might be somewhat mobile before that time, it's probably a good idea not to overly stress it before it has fully recovered.
As for medical treatment, most of that is going to be packing it with gauze and (ideally) getting dosed out of your gourd on antibiotics. Gauze is easy, and the only real concern there is keeping you from leaking blood all over the place (while also providing some protection against future infection. The gauze needs to be changed, at least, daily, and the wound will need to be packed with gauze (so, not just wrapping it around the leg.) Getting the latter without a hospital is going to be a lot harder these days. The rise of antibiotic resistant bacteria strains means that these kinds of antibiotics are kept on a much shorter leash today. Unfortunately, it's also kinda critical for the whole, “not dying,” thing.
It turns out that the whole part about a bullet being hot enough to sterilize itself is a myth, so any bacteria on the bullet, and of course, any bacteria that gets into the wound itself after the fact, will have a very easy path to infection. Deep tissue wounds like this are a hugeinfection risk, and these are the kinds of infections that can easily turn lethal.
Of course, a doctor will be better able to assess whether the injury was actually a clean through'n'through, or if something was nicked. A bullet can easily graze an artery, leading to persistent bleeding that will kill the victim without surgical assistance, but won't be fast enough to look worrying. It's just when it doesn't stop after several days of bleeding, that they might realize this is very bad.
So, again, they could potentially be on their feet immediately after being shot. How long it would take them to recover is a lot harder to assess, and if they did insist in walking around, that could make things much worse.
-Starke
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howtofightwrite · 2 months
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One of my characters is forced to kill one of their childhood friends to save a bunch of people and I'm wondering how quick (or painful) can you make their death with just a knife? Thanks for your input!
I'm not sure exactly how fast a bleedout from a severed femoral or carotid artery is. In the former, we're talking less than a minute, in the latter, death occurs within seconds. Being able to reliably open the artery you want does require a bit of anatomical knowledge, so getting the most value out of a knife isn't something that any character would automatically be able to do.
As for how much it hurts, I dunno. Neither one is particularly high on my bucket list, so I'm content on leaving that as a question mark.
From personal, subjective, experience, the condition of the blade has a bigger impact on how much it hurts. A clean, and sharp blade, fresh from the factory (or carefully sharpened and honed) will hurt less than a poorly maintained blade. In the latter case (or, with cat claws, as I was recently reminded), you can feel the foreign object catching and ripping your skin. It's an unpleasant sensation, and, far more painful than a clean blade.
In fact, my most painful laceration experience came from a hose attachment that came apart while I was using it, and ended up getting jabbed into my thumb. As a safety measure, if you find yourself in a situation like this, turn off the water beforetrying to repair the attachment.
In contrast, the scar on my right index finger was almost painless. It was a brand new knife, which I fumbled. (Specifically it's double bladed, and the handle is a little too short for my hand. I accidentally knicked my left hand on the base of the fore-blade, and instinctively, flicked it away, gashing my off-hand.) At the time, I didn't even feel the cut, and then saw what I thought was a small welt... before it started bleeding. There is some truth to the cliché about not feeling a cut when it occurs, but the blade needs to be in immaculate condition for this to occur.
How painful can you make it, intentionally? This is not going anywhere pleasant, but I'm not sure there's a limit. That's not sarcasm. There is a point where too much pain can cause someone to slip into shock and die, but, for someone with sufficient sadism, there isn't really a limit. The problem is that a knife in an experienced and knowledgeable hand can do horrific things to someone without killing them. If the point was to inflict pain and suffering, that could be drawn out for day. Probably weeks.
As for the scenario, I have reservations. I'm reading a lot into the way you phrased the setup, but there is something very artificial and, more than a little cliché, about the villain strong arming a protagonist into violating their morals. Particularly on ticking bomb scenarios.
In a lot of cases, neither side really gets anything of value out of the interaction. The villain gets a tiny bit of room to wag a finger and say, “we're not so different now,” but, really, they would have done that anyway. And the hero gets to have a chunk of their credibility chipped away, for no real benefit. In this case, I specifically mean their credibility with the audience.
The reason I say that is because this is a downright inhuman thing for someone to do. Kill someone who you presumably care about, or save the lives of five thousand randos. One of these things is an abstract concept, and the other is a person.
Now, the problem is, for you, both are abstract concepts. Your hero's childhood friend is not a real person to you. They are, at best, a simulacrum, but one you know is fake. Similarly, the mass casualty event is something you also know is fake. Even more so because you have already chosen the outcome. This means that, for you, this is a simple trolley problem. However, the evaluation would be radically different for your character. In situations like that, it is possible they'd elect to kill their friend on the basis of there being fewer casualties, but that kind of cold calculus is borderline monstrous.
This doesn't mean that you can't create a compelling scenario where a character ultimately needs to put down their friend. But, it is a deceptively difficult scenario to credibly engineer, and even then, can frequently result in massive plot holes. So, it can be done, but proceed carefully.
-Starke
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howtofightwrite · 2 months
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hey! i wanted to ask if you know how medjays would fight in ancient egypt? or alternatively a warrior type person during that time? thank you!
So, this one of those, “short answer/long answer,” situations. The short is that the Medjays were archers.
The long answer is that it's a lot more complicated than that, in part because the term Medjay referred to entirely different concepts over the course of ancient history. Also, simply saying, “in ancient Egypt,” covers roughly three thousand years, and things did change a bit over that time. Fortunately, the Medjay only existed for over a thousand years. Which, doesn't actually help narrow it down that much.
The original meaning of the term referred to Nubian nomads. It's not completely clear (at least, to me) whether this actually referred to a specific tribe or community of nomads, or if the term was applied indiscriminately. The Nubian focus on archery is something that persisted into the 8th century AD.
The term, Medjay later came to refer to an order of guardian/protectors in Dynastic Egypt. It's a little unclear how much continuity existed between these two groups. During the Second Intermediate Period of Egypt, Medjay mercenaries were hired by princes in Thebes to help recover Egyptian territory that was being held by the Hyksos. After the Hyksos were expelled and the New Kingdom was formed, the Medjay were repurposed into a kind of proto-police force, tasked with keeping the peace.
Sometime after 1570BCE, they effectively became, Egypt's police. This meant that they investigating crimes, interrogating suspects, and prosecuting criminals in Egypt's judicial system. (Judges were appointed separately, and the concept of a defense attorney didn't seem to exist. But, witnesses could testify on behalf of the accused. The system was: Guilty until proven absolutely innocent.) You can probably dig into this more if you really want. These police kept the name Medjay, even after the organization incorporated non-Nubian members. (Worth noting, this was mostly for secular laws and crimes. There was a separate branch of the Medjay who were tasked with protecting holy sites, and enforcing religious laws.)
Interestingly, there's surviving tomb art that depicts Medjay using monkeys and dogs (not both, at the same time) to assist in detaining fleeing suspects.
It's likely that the Medjay mercenaries were using shields and spears (there's some surviving grave goods that depict contemporary military forces), and this was a pretty common form of infantry throughout most of human history. Later on, Egyptian fighters would have been using the kopesh. This is a distinctive, curved, bronze sword. They dated back to the third millennia, and while their origin isn't Egyptian, they became quite popular in Egypt roughly at the same time that the Medjay were transitioning over to becoming the New Kingdom's police force. It's also likely that the original mercenaries were experienced archers, and may have continued serving in that role during the formation of the New Kingdom.
The historical Medjay are a pretty fascinating group, when you actually go and look at the history, and as a result, their depiction in pop-culture becomes somewhat disappointing as a result. These really weren't ancient warriors, so much as cops in antiquity, which is pretty wild when you sit down and really look at them.
It's worth that before the Hyksos occupation of Egypt, the Egyptian military was technologically antiquated. The Hyksos introduced the compound bow, and chariot to Egypt (among other technological innovations.) This meant that warfare in Egypt before the Hyksos invasion, and after were dramatically different.
-Starke
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howtofightwrite · 2 months
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So happy you're back after all this time! I have a question, do you happen to know how people fought in ancient rome? Particularly gladiators and soldiers? Sorry if this isn't the blog for this question tho!
I think we've covered both of these questions independently over the years.
Gladiators were a performance sport. It was more about glorifying the Roman Empire and its victories, than a conventional fight. As a result, most Gladiators were armed with specific variant, “loadouts,” designed to cosplay as various enemies that The Empire had conquered, and they only fought against specific countering variants. Specifically, the variants would be matched in such a way that it would be difficult for either combatant to have a decisive advantage over the other, with an eye towards creating situations that would result in a lot of visible injuries, without serious harm to either participant.
In case it needs to be said, gladiators were a significant financial investment, and they weren't casually killed in the arena. The point was for visible injuries, and a bloody spectacle, not a slaughter. Sometimes someone would die, but having them die on the field wasn't the intention, and they generated a lot of money, and on the rare cases when they were killed, it was meant to be a climactic moment, not someone taking a blade to the gut and collapsing mid-fight.
Obviously, I'm barely scratching the surface here, because it gets a lot deeper, but the simple answer is that in the vast majority of cases, gladiators were armed with weapons that were designed to make seriously harming their foe difficult to impossible. Also, the gladiators were something that evolved and became more complicated over time. When they first started in the Republic, it was a much more stripped down structure with prisoners of war being given a sword and shield and forced to face off against one another.
As for the Roman Legions. I'm not sure I've ever seen a comprehensive description of their training techniques. The Testudo, (or Tortoise) is one of the more famous examples of their specific combat style. Legionaries would create a shield wall, and the soldiers behind the front line would raise their shields to cover the formation against attacks from above (usually arrow fire, or thrown spears.) While being able to strike with javelins. In practice, the formation had issues, including being vulnerable to siege fire, and mounted archers were able to easily flank the formation. It's a neat story, but the formation had serious limitations.
One thing we haven't talked about before (I think) was the Roman's use of biological warfare. During sieges, they would load (locally sourced, I assume) corpses onto catapults, and then launch them into the besieged city.
Beyond, the major thing about the Legions was the extremely disciplined and orderly combat formations, with a lot of attention paid to managing battlefield movement. It wasn't so much about exceptional individual performance, so much as their ability to operate as a unit. This isn't a particularly mind blowing concept today, but in an era when professional soldiers were the exception, or limited to the elite forces, it had slightly more impact.
Regarding the details of their training, I've never seen any of that come up. Now, granted, I've really tried to research that degree of Roman history. So, if you're asking, “how, exactly, did they swing the gladius?” I don't know, and I don't remember ever seeing anyone credibly claim they had that insight. As far as I know, the only surviving Roman training manual was De Re Militari, (there's around 200 surviving Latin copies) which is far more concerned with overall strategic planning and command. If you're trying to write Roman era military fiction, it's probably worth reading. So, I'm not sure this is exactly what you were looking for, but I do hope it helps.
-Starke
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howtofightwrite · 3 months
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If you’ve already answered this, I’m sorry. How much of a liability is long hair in a fight? I mean it probably depends on the skill of the fighters and the tendency to grab each other’s hair as well. Is long hair still dangerous if it’s tied back?
Not that much more of a liability than having long hair in any athletic or otherwise hazardous situation. The biggest risk is the hair getting in your face (which yeah, keeping your hair bound will reduce the risks.)
The irony is, the risk of an experienced fighter grabbing your hair is probably lower than the risk of them grabbing you some other way, simply because hair offers no joint control. If someone wants control over your head, they're better off grabbing your head directly, rather than trying to tug on your hair in the middle of a fight. Also, if someone is going after your head, they have to get past your defense. That's not something that's likely to happen unless the fight is going very poorly for you.
The liability with long hair isn't in the fight itself (at least not when anyone knows what they're doing), it's in the ambush. It's when the fight begins with them getting a hold of your hair. Especially from behind. As I mentioned, it's not as good as getting a solid grip on the target's skull, but, for someone who doesn't know what they're doing, it is an easy way to grab onto someone.
Similarly, if the victim doesn't know what they're doing, they may not understand how little control their attacker has over them, and that the only leverage their attacker has (from grabbing their hair) is the ability to inflict a bit of pain in the scalp.
There's a logistical problem with grabbing someone's hair. As mentioned, it doesn't really control them, so you're giving up one arm to mildly inconvenience them. You now only have one arm which you can use to attack or defend yourself. They have two arms that they can use to attack or defend themselves. Meaning, they have one hand to deal with your remaining arm, and another hand free for unrestricted strikes to your face. This is not a good position to be in.
Outside of hand to hand, the biggest danger is simply getting hair in your face. Which you would have had to deal with on a daily basis anyway. In that case, yes, binding it will take that out of the equation entirely.
So, how much of a liability? On its own not much. There are other potential situations where it could cause catastrophic problems, like if the hair gets caught in heavy machinery, or something similar. In that respect it's more of a liability in an industrial setting. It still means keeping your hair short, if you're expecting to fight, is a good idea, but it's not the end of the world. If you do have long hair, keeping it tied back (ideally in a bun), means it's very unlikely to be a problem at all. The end result is that while it's not a major problem, it is one that can be easily dealt with ahead of time, and probably should be, because while the risks are fairly limited, there's no reason to leave them unaddressed.
-Starke
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howtofightwrite · 3 months
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For a character that virtually can’t die and regenerates in order to keep living, how do you make action interesting? Emphasize they still feel pain, why they’re doing it?
I'm actually going to step back a bit from this question first, and complement it. This is a very honest question, and something most writers who include violence in their work, should really think about. Even if you don't think you have characters like this, you do.
Now, I'm going to dunk on Ben “Yahtzee” Croshaw for a moment. Ages ago (I think it was in one of his Resistance reviews), Yahtzee described, “threatening to blow up the world,” as the laziest form of raising the stakes. Because, “hey, I live on a world.” He's mostly correct. Threatening your protagonist's life is even lazier. In the vast majority of cases, your audience knows you won't go through with it. That you won't kill off your protagonists.
With that in mind, when you decide your protagonist is completely immortal, that changes less about how you write them than you might expect. The biggest difference is simply that they're directly aware of their plot armor, rather than them engaging in faux indecision based on their perceived mortality. Again, this is something that every writer who uses violence should think about, at least a bit. It is natural for a character to fear for their life, and have reservations about risking their life, but making the part where your character's lives are on the line isn't automatically suspenseful. In a lot of cases (consciously or not), your audience will call your bluff, when you threaten to kill off a major character.
If you think back to major character deaths where something drops them without warning, part of what makes those scenes work is the lack of (apparent) setup. The writer didn't spend pages teasing you with the idea, they just went for the throat and ended that character on the spot. This is more respectful of your audience, because you're not telling them, “well, I might kill this character, or I might not.”
To be clear, I'm not saying that there's no place for teasing your audience with a character's impending demise, just pointing out that in a lot of cases, this won't generate the kind of suspense you'd hope for.
So, to get back on topic, how do you make it interesting? Remember that while this character can't die, the same is not true for the characters around them. Depending on the tone you're going for, you could create an absolutely brutal crucible effect, where everyone around your immortal gets burned off, sooner or later. Whether that's literal, or figurative, is up to you. Even if your character can't die, watching people they care about suffer and die is going to have an effect on them.
You probably don't need to draw special attention to the physical pain they experience, but you do want to be aware of it. Especially in the context of how pain affects the victim's behavior. Beyond that, there is probably an element of pain being far more annoying to the immortal than it would be to a normal person. They know it's not telling them anything meaningful, but it is distracting.
Long-term, both of these can easily result in personality shifts. And, legitimately, this is a scenario where a character may be immortal, but they would still experience significant changes over time, and with the growing emotional pain, could have very adverse effects on your personality. This does have some very real, “live long enough to see yourself become the villain,” potential. How many friends can you lose before you stop caring? How many funerals can you attend before you start taking the phrase, “you're either part of the solution or part of the problem,” a little too far? How many times can you pick yourself up off the pavement a blood-covered alleyway, surrounded by corpses, before you start to forget what made you human in the first place?
And, that's not the only option. The simplest answer for maintaining tension when one of your characters is immortal is keeping your eye on what they're trying to accomplish. Keep track of their objectives, because I guarantee they can fail those. Even just keeping their own nature concealed from the mortal world is probably fairly important, because of the idea that men in hazmat suits will drag them away to some research lab and poke them until they figure out how to replicate their immortality, is a classic (and potentially plausible) threat. (Bonus points, if you're wanting to loop in something like the medieval inquisitions, or some other secret societies that could pose this kind of a threat.)
So, what do you do? To dig out an old cliché threat, “there are fates worse than death,” and it's probably worth exploring them. This also opens up new possibilities for threats. Finally, it's worth remembering that immortality does not guarantee success. If your character is hoping for that, it might be time to give them a very harsh lesson.
-Starke
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howtofightwrite · 3 months
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this scenario happened on Twenty-Four and they didnt really account for the long term damage -evelynmlewis
"No long term consequences" could have been the tagline for 24. I mean, we are talking about the show where terrorists detonated a nuclear weapon in Los Angeles, and a few hours later people were going about their daily lives like nothing had happened. But, I think I remember what you're talking about, and it was a small symptom of a much larger problem.
Two important caveats: I haven't watched season 3 in roughly 20 years, so I might be slightly misremembering when things happen. Second, IMDB's trivia page doesn't have any mentions of what I'm about to say, so it's entirely possible this was a fiction cooked up by someone on TV Tropes.
The short version was that Chase (James Badge Dale) was captured and was being tortured by a Mexican cartel. (Because no synopsis of 24 is complete without gratuitous torture sequences.) And, at one point, one of the cartel members shoots him through the hand. The problem is that Chase was originally planned to be killed off right at the beginning of the next episode.
However, going into season 3, the show runners had, supposedly, gotten into a bad habit of watching fansites, and started tweaking things on the fly, when fans accurately predicted the outcomes of upcoming plot twists. This included keeping Chase alive, when the original plan was to kill him off, and also killing off Chappelle (Paul Schulze), later in the season.
So, I mentioned that the plans for Chase's execution being changed are a bit dubious, that's not true with Chappelle, and there's a couple major things to pick up on here. First is that we have confirmation from Paul Schulze that the original plan was to fake his character's death. (This came out of an interview Schulze did, though I'm not sure with whom.) The second is a production cue from the way the show was produced. By season 3, the show was being shot in two episode blocks, (so, for example, Day 3: 1:00 p.m. – Day 3: 2:00 p.m., and Day 3: 2:00 p.m. – Day 3: 3:00 p.m. were shot at the same time. Also, yeah, the official episode titles are a bit unwieldy.) In the case of Chappelle's death, it came at right before 7am (which would have been part of the shooting block for 5am to 7am.) However, Chase's death would have been right after 9pm. (Which would have been part of the 9pm to 11pm block.) This would mean that the production would have needed to bring James Badge Dale back in for what would have amounted to a glorified cameo, if they were originally planning to kill off his character. Once you're aware of the way that episodes were shot, the pacing of the series gets a lot more predictable. Significant characters (even short term ones) tend to get introduced in the front half of a block, and killed off in the back half. Not necessarily the same block, but the structure tends to hold up. Especially when the show plays with the idea of someone dying during the episode cliffhanger.)
So, where am I going with this? Don't mess with your story to keep your audience off-balance. Your first concern is keeping your story coherent, if members of your audience manage to accurately predict what you're doing, good. They're invested enough in the story that you're telling to care about what you're going to do next. These are the last people you want to mess with. And if their prediction is correct, when it does play out, that's a reward for them.
Don't follow the example of 24(especially in season 3), where the overarching plot degenerates into an incoherent mess, because it keeps getting revised, on the fly, to keep things surprising. A well written thriller shouldn't be predictable, but it should have internal consistency so when the unexpected happens, it makes sense. A second viewing (or reading) of a thriller, should provide more satisfaction, as you can now see all the pieces getting dropped into place, long before they pay off. But, again, when you're writing in a serial format, if you start flipping things around to keep ahead of what your audience is predicting, that will ruin the cohesion of your story. (And, it's why I haven't watched Season 3 since shortly after it released on DVD. When I did go back and rewatch the first two years of the show.) While it's a bit uneven, it is something the first season of 24handled remarkably well, especially in comparison to what came later.
There's a couple advantages to writing in a serialized format. If you're unfamiliar with the term, serialized fiction refers when a piece of fiction is released in multiple parts over time. This is somewhat distinct from episodic series and metaplots. Episodic series tell multiple self contained stories, while metaplots refer to an overarching storyline that hooks into episodic stories granting them a larger context. Serials are smaller parts of a larger whole. The individual pieces (or, in the case of television, the episodes) are segmented portions of a larger story. Now, I said there are advantages to serialized writing, but almost all of those come with some significant perils, that if you're wanting to
The first advantage is you don't have to have the work completed before you start putting it out there. If you have a completed chapter, you can simply post it out there for the world to see. The peril is that you can't (really) go back and change it. You're committed to the previously released material. Even if you go back and revise the earlier work, you'll have a significant portion of your audience who don't want to go back and reread chapter 3, because you cleaned up the dialog, and also closed a plot hole that would emerge years later.
The second advantage is that serials can easily deliver much larger stories than you could offer in another format. For example, each season of 24 tells a single twenty-four hour story (actually, about 18 hours, once you account for commercial breaks.) Just putting that scope in front of someone is kind of wild. The peril is that serialized stories can easily spiral out of control. For example, nearly every webcomic ever, with an ongoing plot. This can result in some insane bloat. So you can either accept the content in medias res, or you can be looking at an unpleasant amount of homework. Whatever praise 24 deserves, the show asks you for an entire day of your life to watch a single story. When put in those terms, frankly, it's not that good.
The third advantage is that you can adjust your later work to better fit what your audience responds well to. If your fans like something you're doing, you can expand that part of your story. This time, there's multiple perils. First, you can easily lose track of how your original plan fit together. This is less of an issue if you're running with a fairly loose outline, but the better scripted your original plan, the more this can inadvertently screw you over. And, as I mentioned above, with the first peril, you can easily trap yourself. For an example I'm not completely conversant in, this might be what's delayed the final Game of Thrones book, as Martin may have accidentally killed off a character he needed, and now he's spent years working out a Plan B. The second peril is a little simpler, sometimes fans are reacting to what you didn't say, rather than what you did. Peripheral characters or concepts can prove to be fan favorites because the hints you provided along the way were more enticing than the full background you had in mind. This is a very subjective risk, because ultimately, it is more about accurately gauging what your audience reacted to rather than what they said they reacted to. That's a tricky one to split.
The fourth advantage to serialized writing is, almost, more a peril disguised as an advantage: You don't have to know how this will end, when you start. You can go on the same journey as your reader. The real advantage is that it can make the story more approachable. If you look at the idea of writing an entire novel, and the scope of that scares you, then smaller serialized novellas are a lot less threatening. However, this also means you don't have a plan to finish this. Much your characters, you're going to need to figure it out on your feet. If that sounds like a fun challenge, then that's absolutely something to drop into the “Pros” column. The downside is, I've seen professionals screw this up, and worse, get it past their editor. (In this case, I'm thinking specifically of Transmetropolitan. If you know, you know; if you don't, it's a massive spoiler for the end of the series.)
I will say, on this last peril, having good documentation, and a good project bible can save your ass. Don't trust your memory to keep all the (figurative) plates spinning. Take notes on what you're doing in another document, so that in the future you'll have easy reference to try to avoid accidentally creating temporal paradoxes as you try to sketch out your conclusion.
Also, yeah, if you're going to shoot someone in the hand, even if it's with a .22, don't change your mind about killing them 20 minutes later. James Badge Dale was cool, but, dude had nothing to do but chew scenery for fifteen hours.
-Starke
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howtofightwrite · 3 months
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perhaps an odd/specific question, but if a character got shot through the hand at very close range without access to medical care (apocalypse) how serious would that injury be? would it be possible to bandage/treat it without medical knowledge?
So, there's a couple factors here that could have a meaningful impact. However, on the question of how serious, this depends on your definition. If you're asking, “is this life threatening?” The answer is yes, but probably not for the reason you're thinking of. If you're asking, “will this cause significant changes to what the character can do,” then, again, the answer is yes.
The chances of bleeding to death from a gunshot wound to the hand aren't especially high, if the wound is properly bandaged, and the victim can stop bleeding. That last part isn't guaranteed, but unless there's some contributing factor (like a history of alcoholism), if they can stop the bleeding, that won't be what kills them.
What might kill them is bacterial infection. Contrary to popular belief (and, even contrary to what I've said in the past), bullets do not burn hot enough to sterilize the bullet. Meaning the bullet can be a vector for bacterial infection (of course, the bandage, and any debris forced into the body by the gunshot, are more likely to become vectors.) In a post-apocalyptic setting, without access to medical treatment, a bacterial infection can absolutely kill you.
Of course, improper bandage hygiene can also result in an infection, days after the original gunshot wound occurred. In a post-apocalyptic environment, you really do not want to ignore open wounds.
On the non-lethal side of the question, they're never going to be able to use that hand again. At least, it's not going to be the same, ever again. How bad it is will depend on what they were hit with. But, in most circumstances, a gunshot to the hand will break bones in the hand. In many cases the bullet can even eject bone fragments from the hand.
Without medical treatment, broken bones in the palm of the hand can permanently impair its use, but when you're ejecting critical portions of the hand's structure, yeah, that's not going to work right without those bits. When you look at most of your skeletal structure, your bones basically create a kind of intricate pulley system. Depending on what's damaged, destroyed, or ejected, that might mean that some fingers are still functional, or it could create a situation where they're unable to use their fingers at all. In some cases (such as with a shotgun), you might even eject enough material that the hand itself is completely unsalvageable.
So, the short version is, it might not kill your character, but that hand is going to be very seriously messed up, and it will probably, permanently change their life, and might still kill them later.
-Starke
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howtofightwrite · 3 months
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Do you have any tips for how a smaller person should look for advantages while fighting against someone bigger than them? Both in height and weight (from a normal human perspective and, if possible, also from like, as an example, an average human man against a nine foot tall humanoid).
I know I'm going to sound like a broken record here, because we say it a lot, but having a lower center of gravity is a significant advantage in its own right. It makes throwing or knocking down your opponent much easier, and conversely, makes disrupting your own stance much harder.
The theoretical advantages you'll often see dragged out, like, “greater reach,” or, “superior strength,” don't really matter in a human vs. human match-up, because the differences aren't really that pronounced.
Someone who's nine feet tall is a little more significant. Match-ups like that are really hard to generalize in abstract because a lot of assumptions don't necessarily hold true. If the humanoid has significantly longer reach (which is likely) that could pose a real problem for any unarmed combat. Similarly center of gravity and strength could be significantly different from what you'd expect in a human. When you remember you're talking about a being that is 50% larger than you are, the problems start stacking up. You're talking about someone who will have over a foot of reach on you. If their physiology is exactly the same, and joint locks work without meaningful adaptation, that might give you some options, but the less human their physiology is, the harder that prediction becomes. For example: If they have a structure more like a gorilla, with very heavy, and significantly longer, forelimbs, that fight could become completely unwinnable. (At least, without developing specific martial arts to deal with that foe.
A joke I've made in the past is, “there no martial art designed for fighting bears,” but when you're dealing with non-human combatants, that absence would become a real problem.
-Starke
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