Tag Archives: writing fantasy

I have a character (in a typical swords-and-sorcery world ala Middle Earth) who decides to fix metal ridges to the bottom of her boots that doubles as better traction and making it hirt more and deal more damage if she needs to kick in a fight. Is this realistic, or would it be too heavy to fight in?

I’m going to be that pedantic asshole here for a second and remind you that Middle Earth is High Fantasy, and if we’re going with Lord of the Rings then it’s Epic Fantasy. “Sword and Sorcery” is actually a different sub-genre of fantasy established (mainly) by Fritz Leiber and Robert E. Howard. The famous narratives surround the adventures of Fafhrd and the Grey Mouser and Conan the Barbarian.

You will probably break your brain trying to figure out all the fantasy subcategories from dark fantasy, to low fantasy, to gaslamp, but the distinction here is important. “Sword and Sorcery” is a sub-genre is a set up where the fantasy focuses on the personal costs to the characters rather than a sweeping epic. It’s generally populated with anti-heroes, but if you’re writing a story that involves a small group of friends on an adventure and they are focused on personal growth over epic battles then you’ve got Swords and Sorcery.

However, if you don’t understand your genre then you eventually end up in this situation: Dragon Age (epic fantasy) versus Dragon Age 2 (sword and sorcery).

If you want my advice though, I’d say you pull a Tolkien and start researching medieval combat. Too many authors attempt to come up with “clever”, more “modern“ solutions in order to give their characters an edge that people in the middle ages either actually solved or just weren’t applicable.

In this case, it’s probably both and definitely the latter. Steel ridges on the bottom of the boot aren’t going to add anything to the foot’s stopping power. The reason for this is that stiffening up the sole in a boot or shoe that you intend to use for kicking is a bad idea.

When you’re looking at application of force via a punch or a kick, you learn quickly that the body position and posture ensure that the force is distributed over a small area rather than a large one.

In simple terms = the smaller the area, the more penetrating force you get.

For example, the reason why a boxer’s fracture occurs in the fore and index finger on the hand is because that’s where the connecting force is being applied. The rest of the hand is reinforcing those two fingers. Ultimately, a similar principle applies with the foot.

The whole bottom of the foot isn’t used for kicking, except in a very few circumstances (like the push kick, which does exactly what it’s defined as). Kicks use the blade of the foot (the outside edge), the ball of the foot, and the heel. Sometimes, the top of the foot is used. When you use the whole of the foot to kick i.e. spreading the force across a wider surface, you get the push kick rather than the front kick. The push kick is a defensive kick, used for maintaining distance. You bury your foot into the other person’s gut and shove, like a literal push. You use your foot to push your opponent away from you. (This is the point where some of you may be realizing that martial techniques are often given literal names that correspond directly to their purpose, which will help you in the future when figuring out what X technique does. Case in point = triangle choke (arm forms a triangle and chokes) and the arm bar (opponent’s arm is extended to form a literal bar).)

The front kick  = leg kicks toward the front (point of impact: ball of the foot)

The side kick = turn sideways in order to kick (point of impact: blade of the foot or heel, depending on type)

The roundhouse = the leg comes across the body, literally swings around to kick. (point of impact: either ball or top of the foot depending on type of kick used.)

The back kick/spinning sidekick = your back faces your opponent when you kick. (Point of impact: Heel.)

The hook kick = leg’s chamber forms a hook as it kicks. (Point of impact: Heel)

The spinning hook kick/wheel kick = you spin and perform a hook kick. (Point of impact: Heel)

The axe kick = leg lifts and drives the heel on a sharp downward angle like an axe. (Point of impact: Heel.)

The shin kick = instead of connecting with the foot, this Muay Thai kick connects with the shin. (Point of impact: Shin.)

The mule kick = you know how mules and horses kick with their hind legs? Yeah, it looks like that. (Point of impact: heel.)

The push kick = A defensive kick which pushes an opponent away from you to create distance.  (Point of impact: the entire underside of the foot.)

When you see someone breaking down a door with their foot in the movies, they are, usually, using a push kick.

If you’re wearing boots that don’t allow for much articulation of the ankle or bending in the foot then your character isn’t going to do much kicking. Kicks are easiest to do with no shoes on, then in sneakers. There’s a lot of bendy, rotational, mechanical detail that goes on with kicks like the side kick or the roundhouse. Add in that kicks are risky business, going up on one leg is sacrificing a lot for attack, and their use in most modern combat is confined almost entirely to the mid/lower body.

With the way kicks function, there’s no point to affixing steel to the bottom of the boot. It won’t matter if they’re fighting someone unarmored and if they’re armored then they’re best bet will be going after the joints left exposed in the armor for articulation like the knee. You wear steel on the top of the foot to protect the foot and the toes, and on the shin.

If you don’t plan on having her kick as a major part of her fighting style, then I suggest going with a medieval variant of the steel toed boots. The boot will be too heavy for fancy kicking, but you get to upgrade kicking someone in the shin from “OH GOD WHY” to “OH GOD YOU BROKE IT!”

Something similar to the sabaton.

I’ll be honest, cool as they are, kicks aren’t the easiest to pull off especially in a combat situation. Most fighters, especially when going up against enemies in armor, will avoid them entirely. Unless you’re doing a lot stretching and remaining loose, getting practice in, they’re very difficult to do cold. Do to the necessity of going up on one leg, kicks end up in the category of risky business.

Also, unless you’re building your setting on “Rule of Cool”, avoid the spin kicks. While devastating when they connect, the average combatant isn’t going to want to risk taking their eyes off their opponent for any length of time. They also aren’t going to want to expose their back to the enemy.

You need your spine and your kidneys.

The back kick and its brother the mule kick will get the most mileage off an enemy coming in from behind you. However, take care of the opponent in front of you first. Otherwise, it’ll put them in the perfect position to grab your head with all the other openings provided to pick from.

The other thing that’s important to remember about kicks is that due to their risky business (very big motion, up on one leg, total commitment), you gotta be fast. Wearing heavy footwear will impede the speed, which ultimately both lessens the power of the kick and makes it easier to avoid/block/counter.

The one thing you don’t want is to throw your leg out there only to have the other person catch it and then break your knee. Or, you know, drag you around the field until you fall down.

No, really, it happens. If you ever want to know about the horrors that can be committed on a captured leg, check out Hapkido.

TLDR: Just give them some normal protection for their feet.

Please.

While the most risky, kicks are the most powerful of the hand to hand techniques. They don’t need help to make them more effective against unarmored opponents. They crush organs and break bones just fine all by themselves.

Your bones, even, if you screw up. (Hello, Sixth Grade.)

If they are facing enemies in armor then take weapons.

-Michi

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I need some help, in my novel my main character has a lot of skills with swords but people on my fantasy planet have powers, so when my main character battles the villian won’t it seem usles to use swords when they can use powers?

Okay, I think you’ve mentally ended up in a rock, paper, scissors conflict. Which is it goes round and round until you decide one is inherently superior to the other so there’s no point in using it like rock or paper. Everyone chooses rock, right? So the best choice is paper! What’s the point of using scissors if it’s always smashed by rock? Even though scissors are still a viable option as they cut paper, they get ignored because they’re seen as less useful.

Except, scissors cuts paper. If someone comes to a match expecting their opponent to throw rock and think the best move for them is paper, then you change your move to… you guessed it. Scissors.

Right now, you’re thinking of those swords like some people think of scissors. Useless because everyone else has a rock. So step back for a moment, if your character is surrounded by people with powers and but has none of their own, they put their time in training with swords (or a variety of different weaponry, give them some credit here) then wouldn’t a part of their training also focus on dealing with people who have powers? Wouldn’t that be part of what they’re preparing for as it’s an eventual inevitability?

You have a character who is an underdog. They are absolutely at a statistical disadvantage, which is sort of the point of your story. However, if your characters are at a disadvantage, they don’t need to enter the conflict as if it’s on an even keel. If your hero cannot fight your villain then they must find a way to either:

A) Find aid to defeat them, some way to bring themselves up to their level by way of a friend helping them or through some other means. (If you’re writing a love story then it’s often the lover combining their powers with the hero to empower them.)

B) Find a way to bring the villain down to their level.

C) Subvert the villain’s advantages through some other means.

D) The hero goes to certain death, intentionally playing for time on the hopes or plan that someone more capable is going to defeat the villain.

If you can’t defeat someone conventionally, you find alternatives. If you want a “man to man” kind of fight then you build your hero and antagonist as equals where the skill difference between them is manageable or can be managed by the story.

You can build a very interesting story around a hero going on a quest or finding a way to subvert the villain’s magical powers. They might start feeling that it’s impossible and then through their journey with a side of character development realize that they either 1, don’t need to go through it alone (power of friendship), or 2, they figure out a solution to their problem that they can handle by themselves.

You have to decide that though and you need to come up with it yourself.

What you’ve created for yourself is the old analogy:

“Don’t bring a knife to a gunfight.”

And now you’re gotten stuck on it. Your hero brought a sword to a magic fight. It seems impossible when you look at it from that direction. He’s totally outmatched, right? Magic beats swords. Guns beat knives.

However, the fact is that the knife can be quite dangerous in a gunfight, most people who do don’t stand opposite at ten paces and wait for the go signal so the other guy can shoot them. They start close and attack before the guy with the gun has time to draw. Can’t use a gun if you can’t get it out of your holster. It takes time to aim and fire. If the guy with the knife starts within grabbing distance as most muggers do, already has the knife out, and closes the distance then it’s over long before it gets started.

Funny, isn’t it?

Not so much, actually. The knife/gun thing happens in real life and people have died as a result of it. A large portion of people who choose to carry a gun as a form of self-defense get caught up in the same idea you did with magic. That so long as you have the gun, it trumps other weapons. All the hours put in at the shooting range don’t help much if they haven’t been practicing point shooting, quick draws, and learning to be aware of your surroundings.

Statistics, advantages, and conventional wisdom all have their place but when they’re keeping you from stopping, sitting down, and problem solving your situation. If you’ve hit a dead end then it’s time to go back to the drawing board and your setting’s magic system. Powers and magic needs limitations, it’s easy to make it so that they can do everything but not only is that unhelpful, it’s also boring. Sit down and think about limits and weaknesses that you can put on the setting’s magic system. There’s Vancian systems like in Dungeons & Dragons for wizards where they can only perform a certain number of spells per day or ones they’ve memorized. There’s Fullmetal Alchemists’ equivalent exchange.

One of my favorites is from L.E. Modesitt Jr’s Saga of Recluce where the forces of Order and Chaos meant that you could only perform certain types of magic certain ways with nasty side effects such as headaches, backlash, and extreme hunger just for doing it, much less doing it wrong. Chaos mages, though far more aggressive and actively destructive, for example were all doomed to die young and turn to ash. Their magic aged them rapidly. Those who totally immersed themselves too much in chaos could be killed simply by coming into contact with an object created by an Order wizard and even metals commonly associated with Order could be toxic such as an iron arrowhead. Order wizards, meanwhile, build. They can live for a very, very long time if they maintain their rigid orderly lives, but order is also extremely dull. Their creations can be actively destructive, but they themselves are limited to protection. They can only work magic through objects such as a staff whereas Chaos wizards just channel. Both groups need to eat a substantial amount of food or they start to waste away as the magic they use has a direct effect on their bodies equivalent to performing strenuous exercise. They can be blinded or even killed by overdoing or channeling too much magic.

One of Starke’s favorites is Mage: the Ascension (note: not Awakening) an urban fantasy/punk rock RPG system from White Wolf which features a concept called Paradox. Mage’s world is built on a consensus reality and the power of will, if everyone believes that there is no magic then there is no magic except for that one guy over there with a lot of willpower who decides there is and is now overriding everyone else. The trick with magic and paradox is that you can do magic, so long as you don’t get caught. If you get caught doing something that shouldn’t exist according to the consensus then you receive reality backlash that makes the spell go awry. Paradox doesn’t care about your intentions, it only cares if you did it.

This brings us to the “Threefold Law” in Wicca which firstly a real religious tenet and secondly is similar in concept to karma. It also appeared in Gerald Gardner’s 1949 novel according to the Wiki:

“Thou hast obeyed the Law. But mark well, when thou receivest good, so
equally art bound to return good threefold.” (For this is the joke in
witchcraft, the witch knows, though the initiate does not, that she will
get three times what she gave, so she does not strike hard.)

If you use a fantasy magic system in line with the Threefold Law then it’s an ethical test for your mage. You do good with your magic then you’ll receive good, but do bad or selfish acts and you will receive bad in turn.

You may not want something that costly for yourself, but it’s worth going through the fantasy section at your local library and making note of the different magic systems, the costs, and what they affect.

I’m not the biggest fan, but Jim Butcher’s Furies of Calderon starts with a protagonist who has no powers and has to live by his wits. (The first (few?) books anyway.)

So, instead of pondering your hero, ponder your setting and your villain. Once you know how both work, it often becomes easier to see the path out.

-Michi

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How would you write action scenes with characters who have superpowers. For example the power to channel light or maybe teleport.

Superpowers are a tricky beast to write. Like all fantasy, they’re also rather difficult to work with without having access to specific world building concerns. How they work, what they do, how they affect the world around them, how people with superpowers are viewed by society, and the questions go on ad naseum until your head spins free from your head and flies off into orbit. As annoying as it is, though, it’s important to understand. Details are how you ground your audience in your narrative, and allow them to buy into it.

A skill like teleportation comes in a lot of different flavors. Bending space and time like Ciri from the Witcher 3 so that one can strike an enemy multiple times at once. Jumping into mass battles to cause rather huge explosions of air and heat as physical space is displaced a la Warhammer 40k. Opening portals large enough to transport a number of troops and carving a hole through the gray space between realities. Beaming up like they do in Star Trek. Short term bursts that allow the character to quickly move around the battlefield.

You have to settle on what the hell these powers do and how they affect the world around them. You also don’t have the same luxuries to communicate this information in text that you do in visual media like comics or cartoons. So, a greater focus on how it works is necessary for describing crumbling buildings or the sharp bang of air being displaced when a character decides to jump out.

“I hate when they do that.”

“Ow, it hurts my ears. Ow. Stop blinding me. Ow. Turn off the lights, damn it!”

“Damn it!”

Fortunately, superpowers themselves are well documented and a vast array of media is available for reference. We have over a hundred years of superhero comics and serials, and this is before we get to the entire fantasy/science fiction genre.

Do you want your character’s light based powers to function like modern strobe lights? Is it light based constructs like the Green Lantern? Do you want them to be like Doctor Light? Are they heat or radiation based? Do they work more like Superman’s laser vision? What constitutes light in your mind?

You make it real by grounding it in the world. What the powers affect, what they can do and can’t do, will dictate a fairly significant portion of the way your character fights. We play to our strengths. We try to mitigate our weaknesses. This doesn’t change. You actually write actions sequences with superpowers the same way that you write any action sequence. The considerations change based on the individuals involved, but the base questions often remain the same.

What do they want? What’s their goal? What are they hoping to achieve?

Where are they fighting? What is the layout?

Why are they fighting? What are they willing to sacrifice to win?

What do they bring to the table? What are their unique abilities? Their experience level with combat? Their other skills? Their morals? Their personal values? What are their specific weaknesses? What are they not good at?

Is this a surprise attack or premeditated?

How does that change their approach or plan?

How can those approaches be countered?

Do either opponent know how to counter these ability sets?

On a basic level, action sequences are a reflection of your characters and your setting. They are a way for the audience to get to know both and see what they’re like when put to the test. It’s a test of creativity, ingenuity, and brutality. Where everything that your character chooses to believe about themselves and the kind of person they are is put to the test. And, yes, you do need to test it.

At the end of the day, superpowers are actually about ethics. You give someone phenomenal powers and then you see what they’ll do. What do they become? What are the temptations they must fight in order to keep from abusing their powers? Can the average non-powered individual even trust them?

Yes, that’s a serious question and, more importantly, it’s not one that you as the author really get to decide. Not without taking a step back after you’re done and looking at it from an objective viewpoint, and what your character actually did over the course of their action sequence or the narrative itself.
The guy who can slag you, vaporize your brain, cook your eyeballs, or dump you in the middle of space or on some alien planet with no recourse? Yeah, that guy. Would you trust them?

Try thinking about life in New York City from the perspective of the average non-powered Marvel denizen. Any minute, Rhino could come blazing down the street, killing you, destroying your car, demolishing your business or where you work. Your only hope is that one of the countless superheroes in New York manage to get to you in time before the 800 pound meathead crushes you beneath a concrete wall. You’re just a fly on the wall to him. Meanwhile, the Spider-Guy is up there cracking wise while you’re trying to drag a half-dead friend or another citizen out from under an overturned car because there’s no way the paramedics are getting here in time. All while cars (hopefully empty), pieces of broken concrete, roads, and who knows what else are flying over your head.

Characters with superpowers are not automatically owed the love or loyalty of anyone just because they fight crime. Or, at all, really.

So, when you’re thinking about superpowers and combat, it’s also helpful to think about the consequences. To think about what your characters are actually doing to other people. Whether the harm that they’re causing them is justified. Superpowers get us into some really interesting questions about use of force, personal boundaries, public safety, and privacy violations.

Yes, these are important to writing your fight scene because your character will eventually have to face the consequences of their actions. Or, at least, they probably should.

It’s all fun and games until someone’s internal organs get liquefied.

-Michi