Action/Adventure
This week: Companions Edited by: Annette More Newsletters By This Editor
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Hello writers and readers of action and adventure, I am Annette , your guest editor for this issue. |
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Companions
A companion completes your hero.
Doctor Who and his many changing companions.
Sherlock Holmes and Doctor Watson.
Heidi and Peter.
Buzz Lightyear and Woody.
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.
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Comments I got for my last Action Adventure Newsletter "Realistic Action Scenes" .
Shadowstalker-- Covid free 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 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 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 wrote: Life is full of crazy moments. "Monster Cowboys The Book"
Is it? Or are the moments in your characters' lives crazy?
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