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Rules:
Do not post pornographic or shocking images.
Do not share private entries, plurks, chat logs, etc.
Do not use this community as your social/political/hatespeech soapbox.
Do not be redundant. One page does not need three or more threads on one topic/theme.
Do not treat this comm like your personal Plurk or Twitter. Off-topic happens, but it should be open for discussion and not just a play-by-play of your life. No one cares.
CONCERNS | RESOURCES
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no subject
(Anonymous) 2013-07-12 06:26 pm (UTC)(link)...and on that note, any tips about writing good action/fight scenes? my action is majorly boring and idk how to fix it.
no subject
(Anonymous) 2013-07-12 07:40 pm (UTC)(link)For physical combat, remember that people who are having a serious fight don't just stand several paces apart and trade punches and kicks. They're grappling, they're shoving each other around, and they're using the environment to their advantage. They're thinking about what objects they can use as improvised weapons (having a weapon is usually an advantage) and they're thinking about what they can use to put some distance between themselves and their opponent. And that's just for basic brawling. If your character is an acrobatic kung fu master or a sneaky ninja, they're going to be using the environment in a completely different way than a character who is swinging a big, heavy battle ax. If one character is unarmed or much weaker than the other, their primary concern is probably going to be defense and escape. If you're writing a gunfight scene, characters are going to be thinking about cover and lines of sight.
Be descriptive about what's going on. Does your character grip their sword confidently, or are their hands trembling and sweaty? Did they scrape their elbows on the ground when they rolled out of the path of that machine gun? Are they out of breath and in pain, or are they so full of adrenaline that they're ignoring a serious injury? Are they fighting in a desperate panic, or are they trying to lure their enemy into a devastating trap? Don't forget dialogue - is your character is the type to taunt and quip throughout a fight scene, or will they try to reason with their opponent? The actual combat doesn't have to be that exciting as long as the character's thoughts and actions are exciting. You don't have to play out every slash and every kick. It's fine to let the actual fighting fade into the background while you focus on what your character is thinking.
da
(Anonymous) 2013-07-12 09:36 pm (UTC)(link)phase over the uninteresting bits, describe taking and giving blows that work to give both characters (or all, in a melee) a reason to be fatigued, injured, whatever. summarizing or using words to describe a brief passage of uninteresting time/action is not a bad thing. save the actual play-out for landing serious hits, major injuries, or really spectacular moves. particularly if you're playing a shonen protag who calls their shots and names their moves.
also agreeing on making ooc arrangements, and do let hits land. even shonen protags get ripped to shreds in most of their battles, so they can't dodge everything unless the power balance between fighters is skewed ridiculously.
no subject
I wrote some guides here a while ago based on my own experiences training and fighting if you'd like to use these. They could stand to be revised a bit by now but they should still serve as good bases.