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Printed from https://writing.com/main/newsletters/action/archives/id/6713
Action/Adventure: December 17, 2014 Issue [#6713]

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Action/Adventure


 This week: Companions
  Edited by: Annette Author IconMail Icon
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Table of Contents

1. About this Newsletter
2. A Word from our Sponsor
3. Letter from the Editor
4. Editor's Picks
5. A Word from Writing.Com
6. Ask & Answer
7. Removal instructions

About This Newsletter

Hello writers and readers of action and adventure, I am Annette Author Icon, your guest editor for this issue.


Word from our sponsor

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Letter from the editor


Companions


A companion completes your hero.


*Pocketwatch* Doctor Who and his many changing companions.

*Magnify* Sherlock Holmes and Doctor Watson.

*Mountains* Heidi and Peter.

*Cowboyhat* Buzz Lightyear and Woody.

*Wand* Harry Potter, Hermione, and Ron.


Give your hero one or more solid companions. No matter if they are the type to "work alone" such as Buzz Lightyear or go insane when left alone for too long as Doctor Who, every hero is more fun when they have a sidekick to work with. You can use just one sidekick as Batman has in Robin, or you can give your hero a little group to travel with.

As you develop your main character, determine his/her name, age, and all the other things that make your hero unique, you must make sure to add a companion by their side that completes them. The companion gives you a chance to have dialogue. The companion can ask questions that your reader might have or explain things to your hero they need to know. A companion can save the hero, get saved by the hero, make fun of and with the hero.

Mostly, it gives the hero somebody to ride off into the sunset with. Even Lucky Luke had Jolly Jumper.



Editor's Picks

 Who is your favorite companion? Open in new Window. (E)
Who is your favorite companion of the new series?
#1951036 by Chopper4ac Author IconMail Icon

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#2021429 by Not Available.

 The Breaking of The World Open in new Window. (E)
an unknown event causes 1/5th of earth's population to develop incredible powers
#2021325 by ben beads Author IconMail Icon

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#2021302 by Not Available.

 Angel Fall Open in new Window. (E)
About an experiment gone wrong and the scientist who discovers the impossible.
#2021297 by Alexander Weber Author IconMail Icon

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#1024819 by Not Available.

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 Time Traveling Knight Open in new Window. (E)
A Brooklyn native gets teleported into a strange medieval land.
#2021028 by Palladino Author IconMail Icon

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#2021016 by Not Available.

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#2020888 by Not Available.

 
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Ask & Answer

Comments I got for my last Action Adventure Newsletter "Realistic Action ScenesOpen in new Window..

Shadowstalker-- Covid free Author Icon wrote: Many of my stories have action scenes in them and I can struggle with this very thing sometimes. A problem I sometimes run into is not making the scene sound too repetitive as well, especially when it is longer than a few paragraphs. If the hero/villain is always "roundhousing" every time he kicks, or "throwing quick left jabs" or some other repetitive attack, it can dull the scene.
One thing I do though when writing action scenes-- say hand-to-hand-- is I mime it out myself as much as I am able. Now, I obviously can't launch myself into the air off my opponents bent knee like my MC, but I can pantomime throwing a punch or pushing on off to the side. If I says something like: He thrust out his left arm, the palm striking the side of his opponents incoming left hook... My MC wont be able to easily throw a right jab at the same time-- since his left arm is now crossing his own body and fowling his right fist. The body bends and moves in certain ways, from every position there are only so many other positions and movements you can realistically take. once you realize that, half your struggle to create the battle is already over.

That's a great technique you describe here, to try out your fights as much as possible to make sure you don't have the arms mixed up and end up writing an impossible fight.

Doug Rainbow Author Icon wrote: Here is a tried and true formula for describing a fist fight. 1) The set-up: The hero has pure motives with good reason for fighting. The villain does not. The villain has some unfair advantage. He may have a weapon, he may be much bigger, he may have side-kicks present, etc. 2) The early action: the villain gets an early advantage, adding to his aura of invincibility. The hero, though hurt, takes some effective defensive action. 3) The conclusion: The hero wins the fight, often by turning the villain's advantage against him. For example,the hero manages to trip the villain who fatally falls on his own knife.

Yes. I will add one more ingredient: the hero has to appear to be losing at least in the beginning and then end up prevailing.

Quick-Quill Author Icon wrote: When writing hand to hand fighting one must think of it as choriogrphy. Each part of the movement is like a dance in fast motion. Sound, grunts, sweat are all part of a fight. Read Tom Clancy for an in depth version. He is all about detail.

Thank you for the hint to read Tom Clancy. I will try one of his books.

BIG BAD WOLF is Merry Author Icon wrote: Life is full of crazy moments. "Monster Cowboys The BookOpen in new Window.

Is it? Or are the moments in your characters' lives crazy? *Laugh*


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