Some villains are exclusive to the fantasy realm or the sci-fi multiverse. Although, their powers and gadgets are what give them this designation, not their character traits. So, you can have an evil genius wizard or an artificial intelligence who is a supervillain. In my last two blogs in the series, I will discuss the villainy unique to these two genres. Sword & Sorcery Evil magicians and terrifying creatures are often the antagonists in the sword and sorcery fantasy subtype. However, a simple predatory creature often isn’t enough to be the main antagonist. Otherwise, they are just sword fodder. If they are predatory, they at least need some cunning. Dragons are an example of creatures intelligent enough to be evil. To be successful characters, evil wizards need a magical solid system. This is more part of worldbuilding, but the magic should have a source and abide by the rules you created for the world. Besides naturally occurring limits, evil magicians should have a weakness that aligns with the character’s backstory and personality. Urban Fantasy Urban fantasy veers into the paranormal realm with stories set in modern times that often feature ghosts, witches, vampires, and werewolves. Urban fantasy tends to feature antiheroes from one of these categories of supernatural creatures. Brooding vampires with hearts of gold and evil witches turned good are often the focal point of these stories, but an antihero isn’t an antagonist. These rogues need a truly nefarious villain to go up against to prove their secret virtues. Forbidden Magic Evil magical practitioners often have access to spells and systems not available to “good” characters. It may be because the power is tied to evil in some way. The Dementors in Harry Potter, for example, feed on negative memories. But more often, it’s because a good character wouldn’t use evil magic because its methods or consequences are corrupt. You’d be hard-pressed to find a positively aligned necromancer or a lawful-good paladin who regularly engages in mind control. Examples of Fantasy Villains![]() Grendel from Beowulf is one of the oldest fantasy villains. He’s a violent, gigantic creature who terrorized an ancient tavern by attacking, killing, and eating the patrons. He doesn’t have a great character arc or anything and exists to be slain by Beowulf. The sorcerers affiliated with the Dark One in the Wheel of Time series are all magically evil. Power from the Dark One causes madness and can tap into forbidden magic subtypes, such as necromancy. Terry Pratchett’s novel Sourcery features two evil wizards and highlights some tropes we see in sword & sorcery narratives. Ipslore the Red defies wizard convention and has a wife and child, Coin. Coin becomes super-powerful (hence why wizards can’t have kids, but I digress), and Ipslore manipulates his child’s power for his own gain. The Grand Visor in the novel is an “insane” magician too unpredictable to learn at wizard school, but he fits right in at the royal court. Other Blogs in this Series:
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Supervillains loom larger than life while cackling manically and plotting to take over the world or even the universe. These villains populate many forms of modern storytelling, including fantasy and sci-fi. However, supervillains are most often seen as foils to their counterparts, superheroes. Occasionally, the supervillain’s plans for takeover are so ruinous that other villains switch sides, helping the superhero or even becoming a hero themselves. World Domination is a Tough Gig The problems with supervillains who just want to take over the world are twofold. First, world domination is a boring motive. Second, world domination is brutal. Once you have the world, what will you do with it? Torture everyone? Boo, gross! There will be a coup next week. What else could you do? Create a functional society – that’s not very super-villainy, is it? The dull goal of takeover is often covered up by cool weapons of mass destruction and snazzy henchmen. But, for many, sparkling trappings don’t make up for the weak character. The best supervillains believe they are changing the world for good. However, a more plausible situation is a shadowy group of dogmatics taking over the world, with the villain in the group's upper echelons. The Waterfords in Handmaid’s Tale are an excellent example of this kind of villain. On the other hand, a high-ranking bureaucrat is hardly a bombastic supervillain, and many writers want to include a grandiose antagonist in their stories. I suggest taking a tongue-in-cheek approach if this is your aim. The villain (and the writer) should know she’s over-the-top and own it. If you want to be on the more serious side, consider giving your supervillain an ulterior motive aside from world domination. Maybe they’re trying to take over a company, or a city, a-la the Superman supervillain Lex Luthor. Supervillain Motives Whether they are bombastic or shadowy, taking over the universe or taking over a park, supervillains must have a motive that makes sense. They cannot simply want power; they must want it for a reason, it could be an evil reason or a relatable one, but the lust for power must be justified. A basic motive makes sense, but it should be interesting as well. Perhaps your villain has a crushing fear of being powerless, which turned pathologic, and they must amass more and more money and power without the competency to manage the growing confederation of followers gathering beneath him. Or, maybe your villain’s daughter has an incurable disease, but instead of accepting fate, the villain believes that, with enough power, he can defy natural law. Whatever the reason for the villainy, it should be a good one, and it must be worth all the trouble. Infamous Supervillains ![]() As is the case with many supervillains, Captain Hook’s trauma has corrupted him. He lost his hand to a crocodile in fight with Peter Pan, and now he has a pathological fear of the crocodile. Hook subsequently terrorizes the children of Neverland, determined to extract revenge on Peter. Queen Jadis the White Witch in the Chronicles of Narnia is the “witch” in the most popular book in the series The Lion, The Witch and The Wardrobe remakes the magical realm in her own, cold, snowy image. Normally, I like to stick to literature for my examples, but I’d feel remiss if I didn’t add Emperor Palpatine from Star Wars to the list of super bad bad guys. He’s one of the villains who are so vile he inspires other evildoers to repent and join the hero’s side. Other blogs in this series:There are much more than three types of villains I’m going to discuss in the following few blogs, but many infamous villains can be sorted into one of these categories. There’s also some overlap, and many villains can fit into more than one category. Sympathetic villains have two subtypes, but each one has something in common. The evil acts are something that many people would do, given the situation. The Villain Who Cares too MuchSometimes villains are justifiably selfish in trying to protect themselves and the people they love. Due to circumstances out of their control, they have to make tough choices that have bad outcomes. Many people look at the situation and realize they would do the same thing. A sympathetic villain might sacrifice a handful of people to save their child, or they may unknowingly commit evil acts, either out of carelessness or ignorance. The antagonist in my latest book, Tripping the Multiverse, is, at first, unaware that her actions are causing rifts in multiple universes. After she finds out, she lies and conducts dangerous experiments, attempting to undo her previous mistakes. The Villain Who has a Good Point, ActuallyAnother sympathetic villain is championing a noble cause but often uses underhanded or even vile tactics. Magneto, the arch-villain from the X-Men universe, is a prime example. He’s right. The mutants are being abused and oppressed. This sympathetic villain’s hallmark is access to power and the drive to use that power as a means to an end. Sympathetic Villain versus AntiheroSympathetic villains and antiheroes have a lot of overlap, especially with villains who are acting justifiably selfish. The difference between the two is in character development. The antihero, eventually, makes better choices and turns towards the light, with maybe a few slip us here and there. On the other hand, at some point, the villain must purposefully make a wrong choice. Perhaps the power gets to them. Maybe they were ignorant of the consequences of their actions but chose to carry on with the knowledge that they were harming others. Sympathetic Villains in Literature![]() The titular hunchback in Victor Hugo’s Hunchback of Notre Dame, Quasimodo is a genial, kind-hearted guy until his love for Ezmerlda drives him insane. The poor man has spent his life deformed and under the thumb of the much greater evil, Claude Frollo. Since Quasimodo committed most of his evil acts at the behest of Frollo, we can conclude that Frollo is the true monster here. Draco Malfoy from the world of Harry Potter lived his whole life immersed in a world of people committed to Lord Voldemort. He, arguably, didn’t know the difference between right and wrong because his parents raised him in the equivalent of a twisted cult. The Anti-Vampire coalition in Charlaine Harris’s series The Southern Vampire Mysteries (adapted into True Blood) has a point. Throughout her novels, many characters and a few groups form against vampires, citing that vampires are inherently dangerous to humans and their nature can’t be mitigated through medication. Spoilers - the anti-vampires were right. Other Blogs in this SeriesThere are much more than three types of villains I’m going to discuss in the following few blogs, but many infamous villains can be sorted into one of these categories. There’s also some overlap, and many villains can fit into more than one category. The Evil Genius Subcategories of evil genius include the mad scientist, the hacker, and the magic adept. Sometimes they are the ones who make the murderous technology used by criminal organizations, or they could be the designers of doomsday devices. On the other hand, their area of expertise might be politics or manipulation, leaving them the leaders of cults or malevolent armies. Evil geniuses are a fun addition to a story, and they make worthy foes, but they can be tricky to write. High-intelligence characters take a lot of research to write. Chances are, you’re not an expert hacker or an accomplished bioterrorist. But, you’ll have to think like one and have their knowledge to write the evil genius. I suggest reading at least a few books in the antagonist’s area of expertise, particularly ones by experts in their field. Not only will this give you a good knowledge base, but you will also get to know how someone in that field thinks and moves through the world. Weaknesses Nothing is more annoying than an easily foiled supposed genius. A genius should be more intelligent than all the other characters. Your protagonist can’t outsmart them; they’re going to have to find a weakness. Like every other aspect of the character, your antagonist’s weakness should make sense to their character. You should know or write it into your backstory notes, even if it doesn’t make it into the story. Maybe your evil genius is physically weak from a childhood illness, which leads him to focus on science above all else. Perhaps your studious wizard is socially inept after living as an outcast, so he can’t read people to tell when they’re lying. Both the genius’s strengths and failings should match the character. Evil Genius in Literature![]() Tywin Lannister in Game of Thrones built an empire on his political and financial savvy. He was also a solid military strategist. His weakness was his cruelty, particularly to his family members, whom he kept physically close. Lord Voldemort from the Harry Potter series was of the master mage family of evil geniuses. He had the same weakness that any litch has, the vulnerability of his phylactery. The Sherlock Holmes nemesis Professor Moriarty is the brilliant boss of a criminal empire. His only real weakness is the existence of Holmes, who is the sole match for his intelligence. Moriarty and Holmes offer a notable exception to the rule that the protagonist should not outsmart the evil genius. More Blogs in this Series:A good, bad guy (or gal) adds intrigue and excitement to any story, especially in sci-fi and fantasy settings. This series explores how to write memorable villains who add spice and life to any narrative. I'll Show You... I'll Show You ALL![]() Poorly written villains aren’t necessarily over-the-top evil or too traditional. You can have a mustache-twirling scoundrel who ties a lady to the train tracks and still offer personality and memorable dialogue. No, the worst villains are vicious for no reason, have evil as their only personality trait, and often commit crimes for dim reasons, such as “taking over the world.” One such antagonist I’m going to highlight isn’t a literary villain but a cinematic one. The 2016 iteration of Ghostbusters could have been a fun addition to a nostalgic series. But, the film’s most prominent issue was a forgettable villain who fell flat. This villain was so poorly written and forgettable he sunk a reboot of one of my favorite movie franchises. A few people once mocked the Ghostbuster’s antagonist, Rowan North (remember him? of course not), for being an intelligent nerd inventor, so he decided to use his mastery of supernatural technology to create portals that allowed ghosts to take over New York City. To what end, you may ask? To “cleanse” the world of humans and leave just ghosts and Rowan, who will also be a ghost by then. Yawn. The ultimate destruction of the world for either no reason (see the Marvel Cinematic Universe) or for weak reasons (like being mocked) is a terrible basis for villainy. The Korean film Old Boy was the only time the whole “revenge of the bullied” worked, and it can’t be replicated. So, how to avoid the common pitfall of the afterthought bad guy? Remember that they are characters too. A good writer would not give their protagonist a flimsy motive and a one-dimensional personality. The villain needs the same treatment and development as the hero. Other Blogs in This Series:A good, bad guy (or gal) adds intrigue and excitement to any story, especially in sci-fi and fantasy settings. This series explores how to write memorable villains who add spice and life to any narrative. The Greatest Literary Villain![]() His villainy inspired countless movies, series, plays, and even a restaurant franchise. I mentioned Long John Silver, Treasure Island’s pirate menace, before in my Greatest Villains blog post, but today I’m going to deep dive into what makes this peg-legged ship’s cook the best villain in history. Long John Silver is your friend. He will cook you a passable meal and then spend the evening patiently teaching you stellar cartography. He’s funny and likable. In fact, he’s so pleasant that Jim Hawkins completely discounts him as a danger even though Billy Bones used his dying breath to tell Jim, “beware the one-legged man.” Yes, Long John loves children and animals, but when a treasure is involved, anyone, and everyone, will find themselves on the business end of his pistol. He would sell out his grandma for a prize That’s what makes him such a tremendous villain. We want to like him because he’s mostly nice and usually fun, but we can’t because he turns vile as soon as treasure is involved. That 1% makes him evil. Sometimes, well-written villains are relatable, meaning we can understand why they make their choices, or we may even make the same choice we were in their circumstances. The X-Men antagonist, Magneto, and his crew come to mind. They are fighting discrimination and injustice. However, Long John isn’t a sympathetic character. Almost no one would make the same decisions as him if we were in his shoes (or shoe, as it is). He’s just a bad guy with a likable personality. Should all villains be the same “flavor” as Long John? No, because that would be boring and predictable. But, Long John’s enduring place in our culture highlights the importance of writing antagonists with multifaceted personalities. Later in this series, I’ll discuss some of the more popular villain templates. Other Blogs in This Series:Well-written action scenes are integral to many sci-fi and fantasy stories, from swashbuckling sword-and-sorcery to motorcycle chases through cyberpunk neon streets. Good combat sequences and action scenes happen fluidly and are part of the story's flow. Satisfying action scenes are simple to read but not so easy to write. In this series, I'm investigating what goes into a successful action sequence. I’m going to split the topic of magical combat into two subsets: supernatural and sorcery/wizardry. Also, are the Jedi from star wars using supernatural magic, or are they sorcerers? I don’t know. You’re going to have to yell louder; I can’t hear you. Supernatural Combat Supernatural is sort of a misnomer here because magic in this category comes “naturally” to the practitioner as part of their physiology. Vampires, fairies, and ghosts all fall into this category. As well as any creature or person who can innately perform magic. This is an important distinction, supernatural creatures don’t have to learn their magic, but they are not necessarily good at it. This means that young or newly magical creatures will not have as good control of their magical abilities. On the other hand, you don’t want to meet a thousand-year-old vampire in a dark alley. Supernatural creatures from lore (fairies, werewolves, etc.) have predetermined powers and limitations to guide combat. No one is bound by the rules of legends, but they can be a helpful guide. Sorcerous Combat Combat spells are fun to write. They are a chance for limitless creativity because anything is possible in the realm of magic. On the other hand, to guide the narratives, magicians often have a specialty. A magician may specialize in learned spells (often called wizardry) or potions. Different magical groups include: healing, natural (including the four elements or specializing in an element, i.e., pyromancy), necromancy, and psionics (mental powers). There’s also a personal favorite of mine, chaos magic, wherein the characters must contend with unpredictable results. By virtue of their innate abilities, a supernatural character may often be a specialist in one of the above areas. Although, an interesting character may want to work in magic that goes against their physiology. I’d read a story about a fairy-turned-necromancer. Selecting a magical specialty has a few advantages. Inexperienced characters may move up the ladder of their abilities with increasingly impressive displays of magic. A pyromancer may begin with little, uncontrolled fireballs and work up to targeted missiles of fiery destruction. Staging Magical CombatThe previously mentioned D20 Method for writing combat can also work for magical action, with spells or magical effects doing the damage instead of weapons. If you use this, you’ll either have to use magic from D&D books (there’s a ton) or come up with your own statistics for spell damage. Whether or not you use the D20 system, you’ll need to figure out the damage, duration, and lethality of magic effects. For example, if a psionic blast knocks the victim unconscious, how long does it last? Or, how deadly is a wound from a spirit blade, and so on. Also, mixing exciting regular combat with magical combat can make for an epic battle. Next UpSpeaking of epic battles, I had a lot of fun writing this blog series. It took forever to get through it because I was in the middle of a challenging time in my personal life. But, as always, this blog and your comments and participation is a wonderful little bright spot. This fall (which is in a few weeks already! what?) I’m starting a new blog series on writing villains. I can’t wait to do a deep dive into bad guys! Other Blogs in this Series:Well-written action scenes are an integral part of many sci-fi and fantasy stories, from swashbuckling sword-and-sorcery to motorcycle chases through cyberpunk neon streets. Good combat sequences and action scenes happen fluidly and are part of the story's flow. Satisfying action scenes are simple to read but not so easy to write. In this series, I'm investigating what goes into a successful action sequence. Weapons as Window Weapons can be used as a window into the fantasy or sci-fi world. In the post-apocalypse, maybe all the weapons are hundreds of years old and must be maintained by specialists. Perhaps, in your fantasy world, the only weapons are wands, the crafting of which is an esoteric art. At the very least, your weapons should match your world, and if they don't, there needs to be an explanation as to why. Fantasy Weapons and Armor '"Mithril! All folk desired it. It could be beaten like copper, and polished like glass; and the Dwarves could make of it a metal, light and yet harder than tempered steel. Its beauty was like to that of common silver, but the beauty of Mithril did not tarnish or grow dim." – Gandalf in The Fellowship of the Ring I highly recommend using reading up on historical weapons, especially for a fantasy setting. You'll want to know the difference between a shortsword and a broadsword or a crossbow and a longbow. Not everybody has to wield a sword, either. Whips are extremely handy in combat, for example, and there are a bunch of different kinds. Similarly, there are all sorts of armors that have varying degrees of permeability and maneuverability. Some armors are so hard to get on and off that the character will need aid when dressing for battle. Considerations like these are what make the special touches that help your readers feel immersed in your world or, at the very least, suspend their disbelief. Of course, in some fantasy settings, the primary weapon is magic. I’ll be covering magical combat in the last blog in this series. Weapons with magical effects need to be considered as well in any fantasy setting, from sword-and-sorcery to urban fantasy and everything in between (I’m looking at you steam-punk). Figure out the rules that guide your magic weapons and armor and follow them, even if you don’t spell them out to the reader. Sci-fi Weapons and Armor Similar to magical weapons, weapons of the future have rules. Still, unlike their fantasy counterparts, sci-fi weapons must follow the laws of physics and, unless we’re talking alien tech or far future, they have a developmental lineage. This is good news because it gives a blueprint for futuristic weapons and a frame of reference for readers. A nerve-paralysis gun, for example, is a weapon I just made up (although it’s probably not novel). It shoots out nanobots that temporarily paralyze the victim. The linage of the weapon is still there, even though it’s nearly unrecognizable. The user points and shoots like a gun. Maybe it has a safety and a trigger. The futuristic elements of the nerve-paralysis gun tell us a little about the world it came from as well. We now know about the nanobots and, once you know about them, there’s no going back. “Never let the future disturb you. You will meet it, if you have to, with the same weapons of reason which today arm you against the present.” ― Marcus Aurelius Quest Weapons Often in fantasy and sometimes in sci-fi, procuring a special or superpowered weapon is a significant plot point. Perhaps your characters are searching for a sacred sword lost to history. Maybe, they have to wrest a mighty scepter from an evil sorcerer. Whatever the quest, it’s essential to handle the physical acquisition of the weapon properly. Often, the story ends when the main character secures the quest weapon or shortly after. This makes it, so the writer doesn’t have to deal with the issues that arise when your character suddenly becomes superpowered by wielding her new weapon. If the story doesn’t end, then the author has to figure out some way to curb the weapon's power. This could include the need to destroy the weapon for the good of the world, a curse upon the weapon wielder, or a limited number of uses. Building epic weapons, figuring out characteristics, and coming with lore can be a fun way to add to your world. The features could be anything usually achievable by magic or potion, including poison, flame, luck, healing, sure strike, and so on. Tying the weapon’s power to the world’s history can be an incredibly revealing narrative element. Other Blogs in this Series:
From swashbuckling sword-and-sorcery to motorcycle chases through cyberpunk neon streets, well-written action scenes are an integral part of many sci-fi and fantasy stories. Good combat sequences and action scenes happen fluidly and are part of the story's flow. Satisfying action scenes are simple to read but not so easy to write. In this series, I'm investigating what goes into a successful action sequence. I'm a lifelong Dungeons and Dragons player, and I use many D&D techniques when writing (see my entire series on using alignment to write characters). Even if you're not a D&D player, you can still use a 20-sided die (D20) to aid in writing combat scenes. Using die rolls adds an element of chance to action sequences, making them easier to write and more realistic. Character StatisticsIf you're familiar with D&D, you might want to just write up a whole character sheet for each of your main characters and, maybe, a less detailed one for any other characters involved in combat. Character sheets are a great way to create a "sketch" of your characters, even if you're not going to use them for battle. You can find a collection of blank and prefilled character sheets here: https://dnd.wizards.com/charactersheets As you can see from the sheet, you give numbers to your character's attributes. A lot of these, such as charisma and wisdom, are primarily for character development. But, many of them are useful for combat and action scenes. Attribute ranking for most characters will range between one and five. Five, however, should be used only if the character is very proficient or even a master in the category. A negative score indicates an area of weakness. Character statistics are added (or subtracted) from die rolls, then it's up to me to decide what those die rolls mean. Rolling Combat![]() As the author, I know how I want the scene to turn out. I know who is going to win and who is going to wound. Rolling for combat adds an element of guided chaos to my action scenes. Here's an example of how I might use the D&D technique to create an action scene: I have two characters: Robin the fairy and a troll name Rax. Robin is small, so she has stats that give her a roll modifier of -1 in strength, a +3 in dexterity, and she has 8 hit points (hit points are the number of points of damage she can take before she goes unconscious or dies). Rex has +2 strength, -1 dexterity, and 12 hit points. Robin has a dagger that does 1d3 (one three-sided die roll) of damage, and Rex has a sword that does 1d6 of damage. For simplicity, let's say that both characters are not wearing armor, which makes their armor class 10 plus their dexterity modifier. So, Robin has an effective armor of 13, and Rex has 9. These are the numbers the other character must overcome to make physical contact.
Already we see that the size and skills of the two fantasy characters are represented with the numbers. There's a whole system for deciding who goes first in combat, but we're going to skip that today too. We'll assume that Robin goes first because her high dexterity means she's generally faster. Here are the rolls and how I interpret them for combat: Round 1: Robin Rolls 19(-1) total: 18 Rex's Armor: 9 I think: This is more than enough to make contact and is a lucky strike for Robin. I roll a d3 and determine that she makes 3 points of damage. If I want, I can even use a body die to roll where Robin hit Rex. What I write: Rex watches for a moment as the little fairy comes barreling down the trail, her wings furiously beating as they carried her along at top speed. Is she really going to try to attack me? Rex lazily looks down at his scabbard, wondering if it was worth it to draw the sword or if he could just swat her away. In the millisecond he wasn't looking, Robin flew to his side and jabbed her deadly sharp dagger into his ear. "Bugger," Rex yelled as he unsheathed his sword and clasped his hand to his bloody ear. Round 2: Rex Rolls: 7 (+2) total: 9 Robin's Armor: 9 I think: Rex's hit doesn't overcome her armor class, but it almost does. It's not a great roll, and I need to reflect that in the story. What I write: Still grasping his ear with one hand, Rex swings wildly with his sword. His sword is so big, and Robin is so tiny, he almost crushed her with the broadside. Robin flitted away, searching for her another chance for a swift attack. … and do on… I might also watch the number of hit points left to determine when a character is wounded or killed, or I might use my own judgment. Usually, it's a mix of both. Quick Roll I don't have to write out a whole character sheet to determine the outcome of a combat situation or action scene. For quick encounters, side characters, and short stories, I might just quickly roll a 20 sided (or any-sided) die to see who wins an encounter and by how much. In these cases, it's more of a writing prompt or a way to keep the words flowing without having to stop typing for long. If I already have a character sheet made, that makes die rolls even quicker and backloads with more information. Die rolls can also determine the outcome or act as prompts for magic duels or attempts at magic and non-combat situations like trying to persuade or trick a character. Other blogs in this series:From swashbuckling sword-and-sorcery to motorcycle chases through cyberpunk neon streets, well-written action scenes are an integral part of many sci-fi and fantasy stories. Good combat sequences and action scenes happen fluidly and are part of the story’s flow. Satisfying action scenes are simple to read but not so easy to write. In this series, I’m investigating what goes into a successful action sequence. Techniques from ScreenwritingIn an earlier blog, I discussed how it can be difficult for writers to orient the reader in action scenes. We see it all clearly playing out in our heads, but it can end up muddled for readers. Often, characters move through too many places, or their appearance in a new site isn’t explained. Writers can use some tricks from screenwriting to help navigate their readers through swift scenes. Establishing Whenever a screenwriter describes a new scene, she uses descriptive action to establish the location. This one to four-sentence description gives the director and cast a quick overview of the physical area the characters are about to interact in. Read this location description from the screenplay Eternal Sunshine of the Spotless Mind: “It’s gray. The platform is packed with business commuters: suits, overcoats. There is such a lack of color it almost seems as if it’s a black and white shot, except one commuter holds a bright red heart-shaped box of candy under his arm. The platform across the tracks is empty. As an almost empty train pulls up to that platform, one of the suited men breaks out of the crowd, lurches up the stairs two at a time, hurries across the overpass and down the stairs to the other side, just at the empty train stops. The doors open, and the man gets on that train. As the empty train pulls from the station, the man watches the crowd of commuters through the train’s dirty window.” Now, the main character just goes on with his life after this scene. There’s no action. But, if there was, say, a brawl on the platform that stumbled into the train as it arrived, an author could describe the action blow by blow while keeping the reader oriented. Storyboarding ![]() For action-heavy scenes, screenwriters often use a technique called storyboarding. A storyboard is a collection of rough sketches of the character’s actions and movements arranged chronologically. Each drawing might have the characters involved and arrows showing how the characters move in that scene. You can place sketches in a series of squares, like a comic book or 3x5 notecards. I’m not great at drawing, so I usually just make stick figures when I use this technique. You can even just write a sentence or two of the action in the square or on the card, but physically seeing the action, even if it’s just stick figures, helps create realistic action. Setting physical rules and boundaries and sticking to them is vital for orienting action, whether magical, martial, or in between. Other Blogs in this Series |
Alison Lyke
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