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writing tip #3334:
the best place to figure out you want to completely overhaul the plot is 85,000 words in
âOverall decent person with a moral code descends into a corruption arc after realizing an awful truth about the universe and coping with it in the worst way possibleâ is such an underrated concept especially for a protagonist
Great eared nightjar
I took some historical sword-fighting lessons to make the fights in my novel more realistic - hereâs what I learned.
To make the fighting scenes in my low fantasy novel more realistic, I went to see a trainer for historical sword-fighting last week, both to barrage her with questions and to develop realistic choreographies for the fight scenes in the novel. Since I figured some of what she told me might be useful for you too, I put together a small list for you. Big thanks to Gladiatores Munich and Jeanne for making time! (Here are some more pictures if youâre interested.)
Caveat: Iâm by no means a sword-fighting expert myself, so take these nuggets with a grain of salt â I might have misremembered or misinterpreted some of the things Jeanne told me. If I did, feel free to tell me.
1.) Weapon choices need to make sense
Letâs start with a truism: always ensure your characterâs weapons make sense for a.) their profession, b.) their cultural background and c.) the environment theyâre going to fight in. A farmer probably couldnât afford a sword and might use a knife or threshing flail instead, and someone who doesnât want to be noticed probably wouldnât be milling about sporting a glaive or another large weapon. Also, soldiers native to a country with wide open plains would be more likely to carry long-range melee weapons such as spears or large swords, than those from a country consisting of mostly jungle or dense forests. The same applies to situations: if your character is going to be fighting in close quarters (even just a normal house), heâd get little value out of a spear or even a longsword, as thereâd be no space to swing it effectively.
2.) Boldness often beats skill
In real swordfights, recklessness was often more important than technique. The fighter less afraid of getting injured would often push harder, allowing them to overpower even opponents with better technique.
3.) Even a skilled fighter rarely stands a chance when outnumbered
While a skilled (or lucky) fighter might win a two-versus-one, itâd be extremely unlikely for even a single master swordsman to win against superior numbers, even just three and if theyâre below his skill level. The only way to plausibly pull this off would be to split the opponents up, perhaps by luring them into a confined space where you could take them on one by one. The moment youâre surrounded, youâre probably done for â because, unlike in Hollywood, they wouldnât take turns attacking but come at you all at once.
4.) Dual-wielding was a thing
⌠at least in some cultures. I often heard people say that people using a weapon in each hand is an invention of fiction. And while my instructor confirmed that she knew of no European schools doing thisâif they did, itâs not well-documentedâshe said it was a thing in other cultures. Example of this include the dual wakizashi in Japan or tomahawk and knife in North America. However, one of the biggest problems with the depiction of dual wielding in novels/movies/games are the âwindmillâ-type attacks where the fighter swings their weapons independently, hitting in succession rather than simultaneously. Normally youâd always try hitting with both weapons at once, as youâd otherwise lose your advantage.
5.) Longswords were amazing
Longswords might seem boring in comparison to other weapons, but they were incredibly effective, especially in combat situations outside the battlefield. The crossguard allowed for effective blocking of almost any kind of attack (well, maybe not an overhead strike of a Mordaxt, but still), the pommel was also used as a powerful âbluntâ weapon of its own that could crack skulls. Though they were somewhat less effective against armored opponents, the long, two-handed hilt allowed for precise thrusts at uncovered body parts that made up for it.
6.)  âZweihänderâ were only used for very specific combat situations
Zweihänderâmassive two-handed swordsâwere only used for specific purposes and usually not in one-on-one combat as is often seen in movies or games. One of these purposes was using their reach to break up enemy formations. In fact, one type of two-handed sword even owed its name to that purpose: Gassenhauer (German, Gasse = alley, Hauer = striker)âthe fighters literally used it to strike âalleysâ into an enemy formation with wide, powerful swings.
7.) Itâs all about distance
While I was subconsciously aware of this, it might be helpful to remember that distance was an incredibly important element in fights. The moment your opponent got past your weapons ideal range, it was common to either switch to a different weapon or just drop your weapon and resort to punching/choking. A good example of this are spears or polearmsâvery powerful as long as you maintain a certain range between you and your opponent, but the moment they get too close, your weapon is practically useless. Thatâs also why combatants almost always brought a second weapon into battle to fall back one.
8.) Real fights rarely lasted over a minute
Another truism, but still useful to remember: real fights didnât last long. Usually, they were over within less than a minute, sometimes only seconds â the moment your opponent landed a hit (or your weapon broke or you were disarmed), you were done for. This is especially true for combatants wearing no or only light armor.
9.) Stop the pirouettes
Unfortunately, the spinning around and pirouetting that makes many fight scenes so enjoyable to watch (or read) is completely asinine. Unless itâs a showfight, fighters would never expose their backs to their opponent or even turn their weapon away from them.
10.) Â It still looks amazing
If your concern is that making your fight scenes realistic will make them less aesthetic, donât worry. Apart from the fact that the blocks, swings and thrusts still look impressive when executed correctly, I personally felt that my fights get a lot more gripping and visceral if I respect the rules. To a certain extent, unrealistic and flashy combat is plot armor. If your characters can spin and somersault to their heartâs content and no one ever shoves a spear into their backs as they would have in real life, who survives and who doesnât noticeably becomes arbitrary. If, on the other hand, even one slip-up can result in a combatantâs death, the stakes become palpable.
Thatâs about it! I hope this post is as helpful to some of you as the lessons were to me. Again, if anything I wrote here is bollocks, itâs probably my fault and not Jeanneâs. Â Iâll try to post more stuff like this in the future.
Cheers,
Nicolas
Thatâs great writing advice in a small package, thank You for sharing!
From what I know, depending on the time period/technological advancement, there are some European schools of what could be considered dual-wielding. Iâm pretty sure rapier is one of the weapons that can be used paired up with parrying dagger in off hand. Some modern fencers seem to consider a medieval heater shield a weapon too, since used in a right way the shieldâs edge or corner can be (and probably should be) used as a blunt weapon.
Excellent thank you OP!
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Iâve had this sketched for ages as expression practice.
lyrics from the mind electric.
Tips for Writing a Difficult Scene
Every writer inevitably gets to that scene that just doesn't want to work. It doesn't flow, no matter how hard you try. Well, here are some things to try to get out of that rut:
1. Change the weather
I know this doesn't sound like it'll make much of a difference, but trust me when I say it does.
Every single time I've tried this, it worked and the scene flowed magically.
2. Change the POV
If your book has multiple POV characters, it might be a good idea to switch the scene to another character's perspective.
9/10 times, this will make the scene flow better.
3. Start the scene earlier/later
Oftentimes, a scene just doesn't work because you're not starting in the right place.
Perhaps you're starting too late and giving too little context. Perhaps some description or character introspection is needed before you dive in.
Alternatively, you may be taking too long to get to the actual point of the scene. Would it help to dive straight into the action without much ado?
4. Write only the dialogue
If your scene involves dialogue, it can help immensely to write only the spoken words the first time round.
It's even better if you highlight different characters' speech in different colors.
Then, later on, you can go back and fill in the dialogue tags, description etc.
5. Fuck it and use a placeholder
If nothing works, it's time to move on.
Rather than perpetually getting stuck on that one scene, use a placeholder. Something like: [they escape somehow] or [big emotional talk].
And then continue with the draft.
This'll help you keep momentum and, maybe, make the scene easier to write later on once you have a better grasp on the plot and characters.
Trust me, I do this all the time.
It can take some practice to get past your Type A brain screaming at you, but it's worth it.
So, those are some things to try when a scene is being difficult. I hope that these tips help :)
Reblog if you found this post useful. Comment with your own tips. Follow me for similar content.
This is tremendously useful. I use #2, 3, and 4 often, and I canât wait to try #1.
Chapter 7 Update
Previous Word Count: 4,759 Current Word Count: 5,418 (Completed chapter's previous word count: 2,254)
That's right I'm still alive.
Chapter 7 Update
Previous Word Count: 4,579 Current Word Count: 4,759 (Completed chapter's previous word count: 2,254)
Progress is Progress.

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Do you know what I really hate? Everyone knows that carnivorous plants exist, but they only know of the ONE kind.
THERE ARE OVER 600 SPECIES OF CARNIVOROUS PLANTS. NEW ONES GET DISCOVERED ALL THE DAMN TIME.
Y'all be focusing on these guys
Who are like. The least efficient/effective hunters of the bunch!!
What about these freaky looking beauties??
Sundews are so awesome that Charles Darwin literally said that he cares more about them than he does any other species!!
Youâve also go natureâs flypaper, the butterwort:
Then youâve got your aquatic carnivorous plants that eat tiny FISH
Like the VFT of the water, the waterwheel plant
Or the fastest moving plant in the world! The bladderwort sucks its prey in so fast you gotta slow down the footage/capture it with a high-speed camera!! It practically looks like the prey teleports into the goddamn chambers!!
And look how freaky and alien it looks from the surface!!
And then there are the pitchers!! Thereâs SO MANY different kinds!!
You got your gorgeous sarracenia
And then thereâs the expert hunter, the Cobra lily - a species that Darwin couldnât wrap his head around. He couldnât understand how natural evolution could make something so âperfectâ!!
And then of course youâve got your nepenthes.
The biggest of which can eat small mammals like mice!! Itâs even had RATS fall into it!! (I will note though that it prefers insects, but is just able to eat larger prey bc of its size)
I could go on (I mean didnât even talk about HOW these plants catch their prey!) But I think you get the idea.
Carnivorous plants are cool ok. Share the spotlight a lil bit.
Source: This
Chapter 7 Update
Previous Word Count: 3,037 Current Word Count: 4,579 (Completed chapter's previous word count: 2,254)
It's been a while - Here's an update. We're at 9 pages and getting to the tail-end of the chapter finally, so that's exciting.
The peacock. The music. The person leaping over a tombstone. The cemetery. It just works.
Writing advice #?: Have your characters wash the dishes while they talk.
This is one of my favorite tricks, picked up from E.M. Forester and filtered through my own domestic-homebody lens.  Forester says that you should never ever tell us how a character feels; instead, show us what those emotions are doing to a characterâs posture and tone and expression. This makes âI felt sadnessâ into âmy shoulders hunched and I sighed heavily, staring at the ground as my eyes filled with tears.â Those emotions-as-motions are called objective correlatives. Honestly, fic writers have gotten the memo on objective correlatives, but sometimes struggle with how to use them.
Objective correlatives can quickly become a) repetitive or b) melodramatic. On the repetitive end, long scenes of dialogue can quickly turn into âhe sighedâ and âshe noddedâ so many times that he starts to feel like a window fan and she like a bobblehead. On the melodramatic end, a debate about where to eat dinner can start to feel like an episode of Jerry Springer because âhe shriekedâ while âshe clenched her fistsâ and they both âground their teeth.â If you leave the objective correlatives out entirely, then you have whatâs known as âfloatingâ dialogue â we get the words themselves but no idea how theyâre being said, and feel completely disconnected from the scene. If you try to get meaning across by telling us the charactersâ thoughts instead, this quickly drifts into purple prose.
Instead, have them wash the dishes while they talk.
To be clear: it doesnât have to be dishes. They could be folding laundry or sweeping the floor or cooking a meal or making a bed or changing a lightbulb. The point is to engage your characters in some meaningless, everyday household task that does not directly relate to the subject of the conversation.
This trick gives you a whole wealth of objective correlatives. If your character is angry, then the way they scrub a bowl will be very different from how theyâll be scrubbing while happy. If your character is taking a moment to think, then they might splash suds around for a few seconds. A character who is not that invested in the conversation will be looking at the sink not paying much attention. A character moderately invested will be looking at the speaker while continuing to scrub a pot. If the character is suddenly very invested in the conversation, you can convey this by having them set the pot down entirely and give their full attention to the speaker.
A demonstration:
1
âIâm leaving,â Anastasia said.
âWhat?â Drizella continued dropping forks into the dishwasher.
2
âIâm leaving,â Anastasia said.
Drizella paused midway through slotting a fork into the dishwasher.  âWhat?â
3
âIâm leaving,â Anastasia said.
Drizella laughed, not looking up from where she was arranging forks in the dishwasher.  âWhat?â
4
âIâm leaving,â Anastasia said.
The forks slipped out of Drizellaâs hand and clattered onto the floor of the dishwasher.  âWhat?â
5
âIâm leaving,â Anastasia said.
âWhat?â Drizella shoved several forks into the dishwasher with unnecessary force, not seeming to notice when several bounced back out of the silverware rack.
See how cheaply and easily we can get across Drizellaâs five different emotions about Anastasia leaving, all by telling the reader how sheâs doing the dishes? And all the while no heads were nodded, no teeth were clenched.
The reason I recommend having it be one of these boring domestic chores instead of, say, scaling a building or picking a lock, is that chores add a sense of realism and are low-stakes enough not to be distracting. If you add a concurrent task thatâs high-stakes, then potentially your readers are going to be so focused on the question of whether your characters will pick the lock in time that they donât catch the dialogue. But no oneâs going to be on the edge of their seat wondering whether Drizellaâs going to have enough clean forks for tomorrow.
And chores are a cheap-n-easy way to add a lot of realism to your story. So much of the appeal of contemporary superhero stories comes from Spider-Man having to wash his costume in a Queens laundromat or Green Arrow cheating at darts, because those details are fun and interesting and make a story feel âreal.â  Actually ask the question of what dishes or clothing or furniture your character owns and how often that stuff gets washed. Thatâs how you avoid reality-breaking continuity errors like stating in Chapter 3 that all of your characterâs worldly possessions fit in a single backpack and in Chapter 7 having your character find a pair of pants he forgot he owns. You donât have to tell the reader what dishes your character owns (please donât; itâs already bad enough when Tolkien does it) but you should ideally know for yourself.
Anyway: objective correlatives are your friends. They get emotion across, but for low-energy scenes can become repetitive and for high-energy scenes can become melodramatic. The solution is to give your characters something relatively mundane to do while the conversation is going on, and domestic chores are not a bad starting place.

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One of the best tips for writing descriptions of pain is actually a snippet I remember from a story where a character is given a host of colored pencils and asked to draw an egg.
The character says that thereâs no white pencil. But you donât need a white pencil to draw a white egg. We already know the egg is white. What we need to draw is the luminance of the yellow lamp and the reflection of the blue cloth and the shadows and the shading.
We know a broken bone hurts. We know a knife wound hurts. We know grief hurts. Show us what else it does.
You donât need to describe the character in pain. You need to describe how the pain affects the character - how theyâre unable to move, how theyâre sweating, how theyâre cold, how their muscles ache and their fingers tremble and their eyes prickle.
Draw around the egg. Write around the pain. And we will all be able to see the finished product.
This is VERY good advice, and very well put; I think it can work for intense emotions generally as well. Especially if youâve got a character not in touch with their feelings, or perhaps from the perspective of a neuodivergent character who has trouble identifying their emotions, this could be great.
(I also learned more about how to draw things that are the same colour as the backgroundâŚThanks!)
tl;dr Writing around intense feelings/sensations/pain is more effective than describing it directly.
iâm so sick of people saying hannibal is bad queer representation because heâs a villain.
queer coding villians is a problem because their queerness is written to be the reason theyâre evil. itâs an adjective used to make them more lecherous, more sinful. this is a huge problem, but if you conclude that problem by saying âvillians can never be written as queer and the only good lgbt rep we can have are pure, morally perfect charactersâ, youâre completely missing the point.
hannibal is a fantastically written queer villian because his queerness has no influence over his sadism. him being evil has absolutely nothing to do with him being queer. heâs evil because he murders, manipulates, and cannibalizes people. heâs queer because heâs in love with a man.
as opposed to classic queer coded villians, hannibal being in love with will is seen as the only truly good part about him - that heâs capable of love, rather than simply violence.
let us have queer villians. queer antiheros. queer morally-gray characters. queerness in fiction being accepted only when itâs in relation to absolutely perfect gold-hearted characters is ridiculous. âgood queer representationâ isnât isolated to morally good characters. good queer representation is when a characterâs queerness has no hold over their moral compass at all.