But first to sum up Jane's post quickly: sometimes I wish Fantasy had AK47s and nuclear warheads. Quite honestly, I know the feeling. I wish those existed in love scenes. Man, that would make life easier. Just a quick shot to the head and a little mushroom cloud...
Oh wait. Back to the topic at hand...
AK47s & Nukes
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| Close but not quite |
To illustrate with an example from Red Sun:
Muffled voices sounded at the end of the hallway. A woman dressed in a business suit rushed around the corner. For the barest moment, she paused. My target marker hovered on her chest. The sawn-off in her hand rose toward me. I squeezed the trigger. My abber barked. The woman stumbled back. I squeezed another round. My target collapsed.
“Shock out.” Abyss hurled a grenade down the corridor.
The cylinder bounced around the corner. The grenade’s trajectory confirmed what I’d assumed: The corridor bent left. Pale blue light washed the white walls. The ceiling lights burst. My tactical overlay flickered.
I charged through the afterglow and into a rectangular room. Two server racks flanked a wooden door on the left. On the right, my sights caught a man seated in front of a computer. His hand groped for a sub machine gun. Two rounds, one to his back and one to his head. The woman seated beside him grabbed a pistol. My shot blew pink mist out of her shoulder. I put another in her head for certainty.
Ow, my eyes almost hurt reading that. But the end result of this approach was a fast-paced narrative which reads a lot like playing a video game just with a bit less action and more plot. When action happens however, sensory is limited to what's important at the moment, which in the scene above (taken out of context) leads to the impression there's no description at all - any scenery is put in scene before the shit hits the fan. Character actions are conveyed in short, clipped sentences to reinforce the simplicity of it all: I'm not thinking about the color of their shirt. It's me, my target and a split-second decision.
Swords & Sorcery
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| Because I'm tired of posting people's artwork, here's some of my own for a change |
Initially I had horrendous issues with this too, so I feel Jane's pain when it comes to choreographing fight scenes. Then a few things happened. First, a few friends and me decided our final 'General Knowledge' project at our trade school would involve a Live Action Roleplay (LARP) so we bought a few Styrofoam swords, took them outside and whacked around a little. Then we researched a bit into how real sword fighting plays out (not the Hollywood kind) and realized YouTube is full of videos like this or this which offer a fair frame of refernce.
Finally, I started poking around media which portray sword fighting and realized 99% ignore the fact that a sword fight, much like a gun fight, will most likely not last very long. Sure, you won't kill someone at more than a few paces, but you won't have an epic duel with countless blocks and parries either - sword and shield vs. sword and shield could be an exception to that, I suppose. On a basic sword vs sword scenario, it'll all be over when the first gashes something vital (throat, wrist, ankle, leg, whatever's exposed.). Or, if everyone's decked out in plate armor, it'll be over when the first guy topples over and gets pummeled into submission because he can't see crap with that helmet on - or something to that effect.
My point with all this is that, while swordplay might be slightly more difficult to choreograph than AK47s and nukes, it doesn't necessarily involve too much more choreography. In fact, trying to make it look too much like a dance absolutely ruins what swordplay actually is: an incredibly aggressive act in which one tries to gut the other guy before he does the reverse. Trying to be nifty or too defensive will most likely only leave one exposed to a nasty cut, whereas being aggressive, pressing the advantage and bringing physical strength and speed to bear where it's actually useful (you know, the 'hit the enemy in a way that will hopefully kill them' part rather than the 'block parry and dodge like wussies who won't go for blood' style we see all to often) will likely lead to survival.
So, in essence, one can apply the same style used in squeeze trigger, boom, recoil, splatter to feint, dodge, punch gut, slice sword arm, gash throat, run heart through, spit on for good measure.
To illustrate with an example from The Black March:
Note: the POV character is undead so there's a little leeway there but you get the idea
Compared to the djinnare, the guardians made up for the lack of impressive name with martial sanity. Sabatons kicked. Fingers grabbed at me. I slammed my claws into someone's leg and attempted to stab a skull. The blow missed. All three attackers scrambled to distance and, by the time I regained my feet, they had formed a circle, even the one whose leg I'd so badly mangled.
One of them snarled, "C'mon, filth, shoe us what ye got."
"Accepted." My longsword flew from it sheath. A jab at my face missed when I ducked.
In that split second, an opportunity presented itself: one armored foot placed too close for its own good. I slammed my knife into the boot. The guardian jerked away with a howl, which gave me time to gash his neck and leap clear ere a blade hacked my leg. Motion flickered ahead and behind, a bare moment to decide. I chose aggression; barreled towards the nearest guardian. He charged the same moment, teeth bared and roaring at the top of his lungs.
Blades rang edge on edge. His steel gashed my left shoulder. My sword punctured the robed chest and knife to the forehead sealed his fate. The moment I yanked free, the third guardian slammed steel into my ribs with all the force his mortal body could muster. Hissing in anger, I rolled aside, which tore the sword embedded in me from the guardian's hand. Eyes wide – stunned by what he had witnessed, I imagine – the last helpless mortal suffered two swift cuts to the throat. He stumbled back, spilling blood on the cobblestones.
"Blasted…" I yanked his sword out of my chest and tossed it aside. "Once is a coincidence, mortal." A jab to his shoulder made him scream. "Twice an unfortunate twist of fate..." I ran the man's heart through. "Thrice the—"
Given, the writing style is a little more long-winded (and less well edited because, y'know, I'm still procrastinating about that) than what I used in Red Sun but it follows a similar pattern: sensory is limited to what's important at the moment and character actions are conveyed in short, clipped sentences. There's one key difference though: actions aren't always attributed.
Where the Red Sun POV character knows exactly who's doing what and who he's shooting, the Black March POV character doesn't. I use this to convey the scuffle aspect of sword fighting. It's too fast, to in the face and too confusing to track every single movement every person involved makes and it adds a sense of drama to the writing - to the extent the POV character gets run through unexpectedly because he can't track three attackers at once even after 700+ years of experience in combat.
Character Classes
| Diablo 2's Classes - a not quite so bad illustration |
Now, there's also something else to consider, which is something that game designers going back to before dungeons and dragons have been aware of and periodically screwed up: character determines what type of weapon they'll use and how well they'll fare.
But let's take a step back to the AK47. The average soldier will probably use an assault rifle. The team's support character might have a machine gun or grenade launcher. A well-trained shooter probably won't rely on spray 'n pray whereas your average mobster might. Someone who's a really good shot might prefer a precision weapon (e.g. marksman's rifle) whereas someone specialized in long-range kills would likely end up with a sniper rifle. Someone who carries in self-defense probably packs a semi-auto or a revolver. Ofc. choice depends on what can be acquired too. The private detective probably would not have the funds - or need - to purchase an anti-material rifle unless he/she's a gun enthusiast and a 3rd world militia might have a bit of trouble coming by the newest anti-tank missiles unless they have a supplier. In summary, the gun is chosen by criteria of mentality, availability, situation and plausibility.
Back to Sword & Sorcery, the same can be applied. For example, a strong guy might go for heavy armor & battleaxe because he can smash through anything weaker than he is. A not-so strong guy might end up with a s spear because it's safer and he can keep distance. A general or the likes will probably only carry a sword and try not to end up in single combat. Anyone fighting in large-scale formations will definitely have a spear and shield - or pike depending on era. Archers need a strong bow arm, arrows aplenty and lots of training to hit anything - but crossbows can be a cop-out since they're more like guns. But again that's all dependent on availability - if crossbows and longswords don't exist in a particular country, no one from there will have them unless they picked the tool up and learned to fight with it somewhere else.
Finally, the thing with swordsplay is, just like a Glock won't fare well against an AK47 at range, some match-ups are akin suicide. Take any sword vs. spear - spear wins 9 out of 10 because of reach. The swordman will never get close enough to land a blow or disarm the spearman unless the spearman's tired or otherwise screws up. Turn that around with, say, sword & shield vs. spear. A shield's hard to beat. In fact, it's a game breaker for most match-ups. Whoever has a shield beats anyone without one and when both have a shield, the longer pointy thing will probably be better off than the not-so-long pointy thing (there are exceptions to this, of course). God forbid there's no shield at all, then you're screwed against anyone with a shield - unless you can smash it away somehow or do what the Romans did with the Pilum.
Conclusion
There's a lot to consider, that's for sure, and I would say there might be a bit more complexity to Sword & Sorcery style combat than gunplay. But it isn't too much more or too much more complicated.
Research is required and broad knowledge of weapons, technique, strategy and tactics tends to help just as it would be with guns. For both AK47 and the sword, one needs at least a vague grasp of what it might feel like to be in that particular type of fight, what the capabilities and limitations of the weapons - and the characters - are, and how to combine all that into a good scene.
The biggest hurdle for Sword & Sorcery - in my opinion, at least - is that we've grown up in a culture of Hollywood movies and, for the most part, don't actually KNOW what it feels like to be in a real sword fight. Gun fights on the other hand are a more frequent occurrence these days and are portrayed with fair (I say fair) accuracy in most common media.
So I'd venture a guess and say the issue with swordplay is more that of a mental block than a factual issue with Swords & Sorcery era weapons requiring so much more detail - let's be honest, if they were that hard to train and use, no one would've been able to raise an army, give them all a bunch of spears and go off to conquer half the known world before everyone died of old age.


