- Three Reasons to Write About Ghosts
- Top Tips For Writing Ghost Stories
- How To Write & Sell A Book of True Ghosts Stories
- How To Write A Ghost StoryTYPES OF GHOSTS
- Ten Little-Known Mysterious Ghost Types
- Understanding The Different Types Of Ghosts
- Types Of Ghosts
- Types Of Ghosts & Spirits
- Difference Between Spirits & Ghosts
- The Difference Between A Spirit & A Ghost
- Types of Hauntings
- The Six Different Types of Haunting Activities
- Classifications of Hauntings
- Kinds Of Hauntings
The trick with realism in fantasy lies in the rules you set up for that setting. This is why world building is incredibly important and why someone saying “I can do what I want because it’s just fantasy!” is both true and ultimately false. A character who exists in a world that’s very similar to our own will function under similar rules to our own world, a character who exists in a fantasy setting will fall under the rules that have been set up for that world. Fictional worlds require rules because they create tension. In a lot of ways, regardless of whether your character is handling a firearm or a fireball, what makes or breaks a story are those rules, how well you as the author set them up, and how well you adhere to them.
What a character can and can’t get away with will be defined by those rules. Now, superpowers whether they are magical or natural add an extra challenge because they ultimately raise the stakes. Magic will get away from you very quickly if it’s not balanced by cost in a fictional world. A character who can do anything, but has no restrictions, ultimately ends up boring because we as the audience has no reason to care about them or worry about whether or not they’ll succeed, whether they’ll survive the next ten minutes.
Realism begins in the restrictions you place on your setting, in the cultures you craft, and how your character reacts as a product of that culture. It’s in how well your plot and character actions sync up in the world you’ve created. After that, the realism of the fight scenes is like icing on top of a very well-made cake. If you don’t have that, then it’s just icing and while great icing is delicious on it’s own, it pales when it compliments a great cake.
I’m actually really hungry right now, I don’t know if you can tell.
Anyway, you have to make sure you don’t let your imagination run away with you and because it’s fantasy, it is ridiculously easy to have that happen. Now, the easiest way I’ve managed to start setting rules (and it’s hard) is to take an RPG system I’m familiar with like GURPS, World of Darkness, or Exalted, pick powers, and just start plugging in numbers. The White Wolf ones are good over D&D because they spear head character development in conjunction with the superpowers. Now, you know what your character can and can’t get away with. Stick to that and follow those rules, track their trajectory and always craft antagonists who are their equal or better. The antagonists will require their own character sheets, even the throw away mooks your character is fighting.
Why? Because every character in the story is there for a reason and a fight is between two or more people. So long as the fight stays within the setting established rules and the character stays within the themes the story has set up, then it’ll be fine. It’ll feel real to the reader. Upgrade your understanding as needed. Be careful. And you’ll be fine.
Hi! I’m trying to decide the most appropriate fighting style for a character I’m writing. It’s a fantasy setting and this character is training to fight supernatural creatures since she was young. She’s now 16, tall and skinny, and training is a big part of her life. She fights with a katana-like sword, but I’m also looking for a character skilled in unarmed combat. Which styles should I be looking for? Sorry for the silly question, I didn’t know who else to ask =XAnonymous
This is really going to depend on the setting you’ve built, and what she’s hunting, but here are a few things to think about:
A lot of real martial arts deal with the idea that you’re fighting something that is roughly, physiologically equivalent to yourself. That is to say, you’re fighting other people. There’s no martial art in the world that will help you fight a grizzly bear or a lion in hand to hand combat.
When you’re talking about monsters in a fantasy world, you’re often talking about things that are bigger, tougher and stronger than humans. That can be almost anything, from a minotaur, to a vampire. The basic assumptions about hand to hand combat don’t apply.
Swords are kind of similar; the sword isn’t a hunting weapon, it’s a weapon designed for killing humans. This works in some contexts, against some monsters, if your character is hunting creatures that used to be human, or are roughly humanoid (like an orc or goblin), then it might still be applicable.
But, if your character is fighting monsters considerably larger than her, like, say, werewolves (of the 9ft tall, bipedal, snarling, deathbeast variety); a sword or hand to hand will get her killed. It’s bigger than her, stronger than her, and it has a significant advantage at ripping people apart in close range.
Against something like that, she’s better off at range, with a crossbow or a gun. If she needs to use a melee weapon, then I’d suggest a spear; it isn’t a perfect solution, but she’s got a better chance of tearing something up with a spear at close range without being disemboweled, than she does with a sword.
Whatever she is using, she’s probably going to have to tailor her combat tactics to what she’s dealing with at the moment. If she’s facing off against werewolves, she’s going to need to switch out to a crossbow and spear, (and remember, Silver is a very soft metal, it’s why it was used for cutlery and not combat, so she’ll need a steel weapon AND a silver plated one, if that’s something she’s dealing with regularly) when she’s dealing with vampires, she’ll need to be carrying gear to deal with their weaknesses, whatever those happen to be.