Monday, December 12, 2011

Rising Action



RISING ACTION ~ a related series of incidents in a literary plot that build toward the point of greatest interest.

In other words, all of your character's hard work to get to the point where (s)he wins or loses. You've probably seen one of those graphs up above, or something similar. We're only focusing on rising action, that arrow pointing right to the upwards climb.

Which is what rising action really is - a climb. The beginning introduces your character and gets the reader excited about them, but your character has to keep up the hard work and keep the reader interested. You cannot skip straight to the climax. That is really important, because of three reasons.

ONE, rising action helps your reader know your character better. If you introduce Mary Sue as a fun loving redhead, and all of a sudden you drop her into this epic fight scene and she's grimly hacking off the evil king's head, you and the reader are going to be confused. What? When did sweet little Mary Sue learn how to use a sword, let alone gather the guts to kill someone? Your entire story turns into this muddied, confusing, random jumble of scenes. Because, although your climax is super important, so is the rising action that gets her to that point. The key to preventing this is to take your time and introduce smaller conflicts. Start with introducing Mary Sue, then have her meet the evil king who immediately takes a disliking to her and her ragtag team of friends (not forgetting to introduce her friends, as well). He tries to smite them immediately and fails, and some of the nobles around him notice just how crazy and evil His Majesty truly is. They join up with Mary Sue, one of them teaches her how to use a sword, another gives this wise lecture on how sometimes, hurting one person is best for all the people. Finally, you can have them traveling back to the castle, where now you can have the epic fight scene.

TWO, the rising action makes up quite a bit, if not most, of the story. You cannot really suspend an introduction to the character, a climax, and tying up some loose knots without missing a pretty big chunk in the middle (including the loose knots that you're supposedly tying up). The rising action is that section between the beginning and end that you always imagine as bigger than the other two (or if you're math-inclined, that line that connects the two dots). It supports the entire story. You remember how Mary Sue was confusing if you simply dropped her into the highest point? (You'd better.) Notice how I took longer to describe the rising action than it did to describe that climax. Without the rising action, your story is a bunch of rocks sticking up from a stream bed. With it, your story is the stream, and the wildlife and greenery on its banks, along with those rocks.

THREE, everyone knows that it's the journey that matters. It's not the destination. So don't rush to get there. Have your angsty main character Zane relax and listen, or do something heroic, like risk his life for a peasant five year old. Watching him change and grow as a person is usually more entertaining than him defeating his father. When you connect with a character, it's more than just his battles, or just his looks, or just his job. You connect with his thoughts, his feelings, his view on life. The same goes for a girl, and this is a common place for your FMC to go whiny. You find a way to show their hidden traits, their ability to flex their stubborn ways into something gentler and more heroic. 

So, that's the importance of them. How do you write good rising action?

The key is to watch your pace. It naturally flows faster at a fight scene or a tense moment. But you have to slow down and describe the details occasionally, especially on internal conflict if you're writing romance. You don't always think fast and you're not always filled with adrenaline. You need a balance between these smaller events. 

Another thing is that your character generally needs to be getting stronger. If they're getting weaker, then you're going to back your character into a corner with no way around his/her enemies. Mary Sue unwittingly gathered allies to support her, and they help her to think stronger and deadlier so she can chop off that king's head. If Zane goes from this powerful minister's son to starving in some dungeon, and then climbs into daylight and immediately faces his father, it's not hard to guess who'll win.

Small events + stronger character + good pacing = (somewhat) decent rising action. Of course, there are plenty of other things to focus on, but these are the basics, I hope. If I forgot something (because I can't think of anything else at the moment), please let me know. 

To recap, rising action is the climbing middle of your story that supports pretty much everything. You cannot skip it. So, keep on with your writing, don't forget your small, well-paced events, and have a blessed day. :)

     

Saturday, December 10, 2011

It's Saturday!

Hello! Kirky here.

To be honest, I wasn't completely sure what to do for today. I'm much better when assigned a topic, because otherwise I get so many ideas that I don't know which one wot pick. Well, I've had more than a month to consider this now, and I thought I might bring up a topic that most bloggers probably wouldn't think to mention: reading in translation.

I think some of you are aware that I live in Brussels, right? For those of you with decent European geography -- that little country sandwiched between France, Holland and Germany that also borders the North Sea? Yeah, I live in the capital of that country. Belgium. For those of you who are as geographically challenged as I am, all you really need to know is that it's in Western Europe (er... you know Europe, right?), produces the world's best chocolate, makes fantastic waffles, invented French fries and legally enforces recycling. Yes, I love it here. But the bins annoy/confuse me. In terms of more trivial stuff, Brussels is considered to be the capital of the EU, has who official languages and has a very easy metro system. Oh, and last Monday, we finally got a government after more than five hundred days (and you guys thought Iraq held a record for that). I say "we", but technically I should use the third person since I'm not actually Belgian.

Anyway, I'm wandering off topic. Those of you who've seen my inkpop profile page and made it past the meat cleaver may've noticed that one of my suggestions for curing writer's block is trying to translate a chapter or so into a different language. It's a lot harder than you might think. The reading experience is very different in a different language. French is my second live language (my fourth language if you include Latin and Greek), and I've been reading a lot in translation since I arrived here. Books are really expensive, though, if they've been translated.

Reading in another language is a very good way to increase fluency, but it's also tiring. Until you start thinking in the other language, there's an overwhelming tendency to try to translate everything into English. My advice? Don't. It's extremely tiring and it just gets annoying if you try to look up every other word. It's much better to get the gist and move on. Reading books you've already read in English can be extremely helpful, since you can sometimes guess at what a phrase means if you're not entirely sure but remember the English phrase from a similar part in the book. I think the book I've so far learnt the most French from, without even touching a dictionary, is Eragon. You would not believe how many times the characters sigh or shrug their shoulders in the first half of that book. I didn't know how to say "shrug" OR "sigh" in French until about two months ago, when I got a French version of Eragon.

There are always some things about a translation that are going to fall flat, and above all, this involves jokes. I remember reading Harry Potter seven in French not long after it came out, and the Weasley twins weren't nearly as funny in French. Sometimes, the beauty (or an understanding of) the original language is needed in order to be able to fully understand the text. The translator has a difficult task of trying to strike a balance between a literal translation and conveying the right sense and tone to the reader. I honestly don't know what they did, but the translators of the Twilight series seem to have done something amazing to those books, because they seem to have quite a big following in Belgium and France.
I honestly thing whoever translated the Tintin and the Asterix and Obelix comic books into English was a genius. I was quite surprised the other day to discover that a lot of people don't realise that Tintin was created by a Belgian artist and originally written in French (similarly, the Smerfs were created by a Flemish-speaking Belgian). I've read Tintin and Asterix in both English and French, and I can tell you that there is next to no trace WHATSOEVER that they weren't originally written by and English person. The puns, the jokes -- everything has not only been translated, but put into a sense that an English person without any comprehension of French is going to find funny.

The only book that I can say is like that (that I've read), is the English translation of All's Quiet on the Western Front, by Enrique Maria Remarque. It is one of the most beautiful books I've ever read, and I didn't realise until I read the ending that it had all be written in German. The translation was flawless. It's the only book that's ever brought me close to crying.

Reading in translation is a very different experience, but a very powerful one. Unless you come across a gem of a translation, you tend to lose about 70% of the humour and about 50% of the beauty of the original.

I'm off for the weekend. Bye, people!

-Kirky^^

Friday, December 9, 2011

Have a Nice Weekend!

I honestly hoped to have an interview up this week, but that is taking a little bit longer than expected. I'm sorry, I wanted an interview as much as you did.

Anyways, I won't bore you with an overly exaggerated, completely pointless post about who knows what. I'll just leave it at have a nice weekend guys! Good luck with your writing and, to those of us in the Midwest, be careful out there with the snow!

Thursday, December 8, 2011

Teaching Your Characters a Lesson

Two things I really like; lists and diagrams. And I'm sorry, my readers, that you must get the brunt of it. Today is the day for another list.

Adding Lessons


lesson |ˈlesən|nounan amount of teaching given at one time; a period of learning or teaching: an advanced lesson in math |a driving lesson.• a thing learned or to be learned by a student.• a thing learned by experience: the tragedy is a lesson in disappointment.• an occurrence, example, or punishment that serves or should serve to warn or encourage: let that be a lesson to you!
I'm going to keep this quite simple. 
Read it, learn it, live it. 

The point of reading a story is to see a character progress. Do you think they're going to wake up in the morning and suddenly decide to be a person? Maybe in some faraway planet but we aren't going to talk about exceptions, here we do things differently. 

Uno - Learn by Teacher
Oh see me being all bilingual? 
The most basic way. Have your character learn by teacher. Elect someone in your story to be their teacher and physically give them the title of teacher. You literally should tell your reader the teacher is the teacher. 

Dos - Learn by Model
Give your MC someone to look up to, someone to be like. You may hint at or physically say that they admire them. Your character is then changed because of what their role model does.

Tres - Learn by Mistake
Have your character mess up and do something wrong. Come on, you can't expect them to be perfect! Have them fall down the stairs or trip on a curve or forget someone's name, then have them learn from it. Have them learn from someone else's mistake!

The Big Bad List of Ways to Learn
  • School
  • Teacher
  • Apprenticeship
  • Own Mistake
  • Someone Else's Mistake
  • Role Model
  • In Training
  • By Practice
  • In the Middle of a Battle
  • Come to the Realization by Themselves for Change
  • Academy
  • Nunnery
There is no wrong place for a lesson. It can be a moral lesson, and academics lesson, or a training lesson like how to use a knife. You can turn everything they do into a lesson, if you so please, but I would not recommend it. 

Guys, thank you so much for reading, you have no idea how grateful I am to anyone who has read this far. I love having an audience! (Feel free to correct me if I write something in a post you don't agree with or correct my spelling errors - I know I have them) Again, thank you so very much and have a nice day!


Wednesday, December 7, 2011

Adding in War

I have yet to find a book published in the past decade or so that has an exemplary war in it. Maybe I haven't been reading enough, or maybe my standards are too high, but there are plenty of authors who seem to think they can get away with lumping their characters into a gigantic war without actually giving a second thought to the war -- it's just kind of there in the background, and rather than becoming an overarching theme for the story, it begins to resemble more of an excuse to give the characters some kind of conflicts.

This isn't really something that I can give example for how to write. War is vast and varying. However, I do recommend that anybody interested in adding in a war reads the Iliad and studies the portrayal of war in that. I wouldn't recommend the Aeneid because I wasn't very impressed with the portrayal of war there, although I still love the Aeneid very much (it still isn't a patch on the Iliad, though). Alternatively, you could read Thucydides' account of the war between Sparta and Athens during the three hundreds BC.

There are so many things to consider when putting in a war. For most people, the war will be the central conflict or a stimulus for the central conflict in a story. This means it's got to be GOOD. It's like an antagonist: you cannot have a weak portrayal of war.

Various things to consider when it comes to war:

#1. Politics.

Oh, man, politics. THIS is the one that people tend to either stuff up or forget, but sadly, it's the most important one, and it's also the one that annoys me the most if it's not done properly.

Sure, most people hate politics/don't want to think about it/find it extremely boring, and so it's left out or glossed over.
DON'T. Have you ever read about a war in this world that is lacking politics of some sort?

I will be one of the first people to stick my hand up and say that I find politics boring. It just doesn't interest me (apart from when Belgium gets a government). There are some people who like politics and will lap everything up. This means that you have to make the politics accessible to all types of readers.

The key to this is to remember how complex politics can be. And above all, to remember that things happen for more than one reason, ESPECIALLY when it comes to war. Maybe this is just because I'm not interested in politics, but I can't currently think of a single war that's happened for only one reason. In history class, we used to divide the reasons up into long term causes, short term causes, and trigger causes. The trigger causes were the simple ones that sparked the war, but the thing about a trigger cause is that it could be swapped for another trigger and the war could happen from that one. It requires a base of other reasons, which are the long and short term causes of the war.

Anyway. That might be going into it a bit too much, but yeah. Politics surrounding war, during war, and after war is never easy. It's highly unrealistic for things to be easy or nonexistent when it comes to politics in a story world.

#2. General stuff about armies.

This is my second major gripe. I've just realised that this post is probably going to seem like one massive rant.

To be honest, I kind of can't think of enough subheadings for each section. Anyway.

BE REALISTIC with what your army can do. And for the love of all that sparkles, remember that it's going to need a supply train unless it's set after the advent of aircraft.

TIMINGS. Your army simply cannot get from A to B in half a day and be ready to fight. They are not robots. Marching tires people. Also, I see from fantasy novels that many people seem to forgot/miscalculate how far somebody can travel in a day without a car.

ALTERED DYNAMICS BETWEEN THE TROOPS. Mostly, this tends to be done at the black and white ends of the spectrum: there are some people who like the army/war, some who don't but are loyal to their leaders, and those who complain about it. There needs to be more grey in there than that.

FEAR. Not that you want to turn your characters into cowards, but -- especially when involving modern day warfare -- war is traumatising. I know of full grown men who've been out at the front and who just refuse to talk about what went on there because it was so horrible. It is fine for your characters to feel afraid and wonder if they'll be alive tomorrow. Even the bravest of soldiers are scared sometimes.

ESPIONAGE, DECEIT AND INTRIGUE. C'mon, you can have so much fun with this. Just... remember that the good guys are going to break the rules a little when it comes to this as well as the bad guys. Sure, the good guys might not use torture or something when the bad guys do, but espionage etc. is a shadowy game. You can't really play fair when it comes to this. Having a completely honest character in this kind of area is... well, I'm not saying that all spies are deceitful liars, but to some extent that's a part of their job, isn't it?

TURNCOATS AND TRAITORS. There may not be many of these, and they don't even have to be important, but there are always some people who switch sides.

DESERTERS. This happens too. Especially when an army begins to realise that they're going to lose. They get demoralised and decide to run.

FOOD. Make sure that your army is fed. Remember the supply train?

TACTICS, LEADERSHIP AND DEPLOYMENT. This is very important. To some extent, it's the easiest part to do because you can kind of do whatever. However, in ancient times (meaning this applies to high fantasy), things like deployment were even more crucial than they are now. In books, most people don't seem to get past the point of the high point being the advantage or boxing people in with cliffs and forests etc. Yes, that's true, but there are more things to it, such how hard the ground is, etc.

WEATHER. You knew it was coming. Weather is also going to affect the possibility of a fight. Especially rain, fog and storms.

FUNDS. Make sure that there's enough money to run things. Or show that you know about the finance side of things by putting the army in a financial pinch. Wars are extremely expensive.

REACTIONS OF THE LOCALS TO THE ARMY. Do whatever you want with this one, really, but make sure that they're there and that there's a variety.

#3. Getting the armies to meet.

Technically, this belongs in the above, but I'm putting it in a subheading of its own. This is another one people seem to gloss over. Fine if you have magic or radar etc., but it's always worth giving a little thought as to how armies used to meet way back when when the information system wasn't instantaneous.

Sure, there were scouts and whatnot, but if you were marching through a foreign country, the scouts always got killed and you wanted to know where the enemy was?
You waited until it was dark, hoped there were clouds, and then looked for light pollution.

I'm not even joking. Enemy armies used to use this as a way to attract each other's attention so that they could fight. The light from the camp fires used to reflect off the clouds, causing light pollution which enabled people to see where you were, since until the advent of electricity, there was never that much light pollution from cities.

On a similar note, to avoid another army, you lit as few camp fires as possible so that you couldn't give your position away by light pollution. Neat, huh?

#4. Sieges

What can I say about these kind of conditions? Starving, running out of water, ease of spread of disease, people trying to escape... oh, and the fact that it'll take more than a few days for these kind of conditions to impact in a siege. It'll take months, possibly years.

#5. Medical stuff

Always worth researching what you can do with this. And always worth making sure that you're consistent with your character's injuries and what they can and can't do after them. But it's worth looking up the kind of medical remedies they had before the sort of first aid we use now was invented -- plants with medicinal properties are fascinating. You know that there was a type of moss that used to be used to staunch wounds?

#6. Pillaging and looting is always going to happen, even if it's not by the good side.

#7. Clearing up afterwards is just as important and just as delicate a matter as the reason the war sparked in the first place -- as is the politics involving this.

#8. Not everybody is going to behave respectably.

I think that's totally self-explanatory. You'll get a whole range of personalities in an army. Some people will behave; others won't.

#9. Compromises and deals.

Honestly, I recommend just looking through history for ideas on this. The most unlikely people will team up in war, and they won't necessarily intend to honour their pacts.

Gah. I know that there was a lot more I wanted to do with this. I might come back and add at some point, but I can't remember what the other things I wanted to mention were.

But yeah. If you're going to involve war, make sure that it's realistic. WAR IS NOT SIMPLE. Don't try to make it simple. And above all, don't forget the politics.

Tuesday, December 6, 2011

Adding Holidays

Holidays. They don't seem too important. From Christmas to Hanukkah to Earth Day to President's Day to Halloween, most people celebrate holidays more than once a year. So why should your characters be any different?

There are three main points I'm gonna discuss. They barely scratch the surface, but I can't think of any more right this second.

First of all, holidays add to WORLD-BUILDING. It adds details to your story. Is this holiday celebrating a state/popular religion, such as Christmas? (I think plenty of atheists celebrate Christmas as well though, so be careful with that one and be specific- if your people are Christian, it'd be wise to mention it.) Perhaps it is celebrating important dead people, like President's Day? Is it celebrating nature, like Earth Day? You don't have to stick to these holidays; make one up if you want to. For example... the Gregorian Moon festival held in December celebrates the four elements in the world of Noria. Something like that. But now, Noria isn't some world you don't know or care about: you know they celebrate the 4 elements and they have a festival in December dedicated to them.

Another thing about holidays is that they can mark IMPORTANT EVENTS. An example of this is in The Scarlet Letter (by Nathaniel Hawthorne). At the end of the book, on Election Day (politics is mighty important to a town that's just starting out) Dimmesdale makes a huge, important speech, finally (sort of) confesses to his adultery with Hester, and he dies. Holidays can highlight the fact that something important is about to happen. You can start on one as well, part of that let's-drop-the-reader-into-the-middle-of-some-action kind of beginning. Or it can be somewhere in the middle, like your villain is about to set off some Independence Day fireworks as a distraction so he can slip away from you unnoticed. Or, like The Scarlet Letter, it can happen at the end, finishing your story with a grand finale.

The last thing: CHARACTER-BUILDING. Holidays can introduce facts about your character without having to come right out and saying it. For example, if your character is Muslim and you start your book during Ramadan, you don't have to outright say "Christina is Muslim." Or Hanukkah: you don't have to say "Bobby Joe is Jewish." If your character isn't religious at all, then maybe they are celebrating some holiday that they care about, like if they're an environmentalist and celebrating Earth Day. Character building is vital to a story, and adding holidays is one way of building up who they are as a person.

Holidays are an important factor to consider in your story, just as important as language or culture or history. In many ways, it actually adds to those three. Readers love a world that could they can almost reach out and touch, and knowing that Noria celebrates the Gregorian Moon festival, or that this tiny Muslim village in the Middle East during the 800s AD is celebrating Ramadan (Did they have Ramadan in that time period?) makes your story realistic and imaginable.

While this post doesn't cover everything, and I would like to elaborate more, I have to get off now (too much homework, not enough hours in a day). So, good luck with your writing, remember the points I have made, and have a blessed day. :D  

Sunday, December 4, 2011

Adding Religion

You add religion to add depth, add character, add something for your characters to do. You can use religion to manifest your character's belief and bring them to life. Religion can be used as a sub-plot or simply an additional element. There are thousands of ways religion can help you, but there are just as many ways it can hurt you as well.


First off, you have to pick a reasonable stance. There are two religions in your book; the Pi and the Rock, one believes in reason and the other spirituality, and they hate each other. I get it if the character is a Rock and he hates the Pi with all of his heart, but you have to be careful. What if some little Pi girl out there reads your book? What then? Is she going to cry because of all the insults you threw at her people? Make sure, if you take that stance, there is some sort of forgiveness at the end, or be prepared to take the consequences.

Secondly, make it realistic, as with anything. Make me believe that this is a religion and that your character believes in it, otherwise it just becomes a nuisance.

Thirdly, keep it simple. You don't want to spend the entire book focused on the religion and loose the plot. The reader doesn't need to know everything about the religion, only the parts that affect the character directly.

Good vs. Bad. You can have your MC believe in the religion or have him set himself against it. You can have a religion be the bad guy/girl's thing and have your MC religion-less. There are thousands of ways that a religion can be added. Pick yours and be creative.

Don't feel that you need a religion! Some of the best stories have nothing about religion in them. And on the other hand, sometimes it's good to have your character lead by something greater than themselves.

Sorry for the short post, I don't have time to write much of a long one I think I covered the basic parts about religion in stories. If you have any questions, feel free to ask me. Have a nice day and good luck with your writing!

What is an instance where you have used religion? Did you use one from Earth or do your people have their own? Tell us about it. 



Saturday, December 3, 2011

Random Facts

So, it's Saturday- I ALMOST forgot I was supposed to post today...
Anyways, I'm just going to share random facts with you, since I don't feel like doing a book review or something of that sort. I unearthed them while researching for my book, or I learned of them sometime during the school day.

1. A female tiger is actually called a tigress. I have always thought it was just tiger...

2. Magenta, from Blues Clues, is a guy and Blue is a girl. I got that backwards for most of my childhood. Well, until about a month ago.

3. The Egyptian god of chaos was called Apophis.

4. During a time in ancient China, sometime before 1450 AD, women were forced to bind their feet, from the age of six up. Their foot bones would grow deformed, into this claw-like shape. It was considered attractive by men, and marriage was vital back then. The fact that their feet grew deformed meant that it was painful to move about, and restricted women to the home, thus reinforcing that stupid "men are superior" idea that people had in their heads back then.

5. Narcissus was a young man in Greek mythology who refused love, including that of someone named Echo, who made him fall in love with his own reflection. Since his reflection obviously couldn't love him back, Narcissus wasted away into a flower.

Do you have any trivial information to share? Because I love trivial info; I eat it up like chocolate. Well, not literally, but still. So, to end with a completely irrelevant quote:
"The person, be it gentleman or lady, who has not pleasure in a good novel, must be intolerably stupid." -Jane Austen

Friday, December 2, 2011

New Author Friday! Spencer Brokaw

Okay so today is Friday and I have an author interview! Yay! There's something very interesting about this author.... He's twelve! read on to find out more about the amazing author of The Impenetrable Spy. 

--

Can you tell us about yourself?

My name is Spencer Brokaw, 12 year old author of The Impenetrable Spy available on Nook, Kindle, Ibooks, and in paperback on Amazon. I love to write, and already have my second book done, and I am currently working on my third. I enjoy golf, swimming, playing the drums, reading, and writing when I have the chance.


[14a95cffbd600ac1d188bd_L__SX750_SY470_.jpg]When did you first have an interest in writing?

When I was 6 or 7, my dad suggested that I write as a cure for boredom. I wrote a short story (21 notebook pages) about a man that breaks out of jail. I wrote other stories until typing my first on the computer. I then moved onto a second book on the computer, that is now The Impenetrable Spy.


Can you tell us about your book? Without giving it away, of course. 

Zack Carter was an ordinary person until meeting up with the CIA. Zack creates a time machine that can transport him back in time when his heart rate stops. Zack is nearly "Impenetrable" and can not be beaten. Wang Bo, a rich leader of China discovers a small statue that can make peoples worst fears come alive. He is also the leader of a mass terrorist group dubbed the Bad Hounds. Zack's main priority is to save the United States from World War 3. He travels through several missions through huge mansions, a war torn D.C, an insane asylum, and New York City.

Are there any authors that have become your role models or books that you’ve read that you thought of while writing that you wanted to write one like it?

Rick Riordan, J.K. Rowling,and Lemony Snicket were my favorite writers. There weren’t many books that I wanted to copy, but video games like Splinter Cell and Ghost Recon made me like the espionage genre a lot.

What inspired the Impenetrable Spy? 

It never would’ve started without my dad suggesting writing 6 years ago, but video games were a heavy influence. The action genre in movies also geared me towards this direction. I have always loved to write these types of books, so eventually this is a story I came up with.


Can you give one piece of advice to the writers out there?

Keep writing. If you stop writing, even for a short amount of time, it gets out of shape. It’s like exercise, you have to keep doing it otherwise you’ll get out of shape. Writing needs to be practiced at least once a week, but once a day is even better.

--

And that's Spencer my friends! You can find him on his blog at Writing Tips from a 12 Year Old Author and get his book on your Kindle and on Smashwords. Good luck with your writing and have a nice beginning of December! It's off to the school play for me!


Thursday, December 1, 2011

Writing Action Scenes.

There's no point in lying: pulling off an action scene well is very hard. I won't say that it's ever been easy, per se, but the fact is that, nowadays, it's probably harder to write a decent action scene than it has been in the past.

And now that you're all thoroughly terrified, just sit back, eat some Haribos, and let's analyse why it's harder.

The answer is very, very simple: the media. Most films that you watch will have some kind of fast-paced or fight scene -- you know, a chase, an escape, a fight... . When constantly presented with a series of images in which we can see every single punch in detail and watch every single twig flash past somebody making a break for it, it becomes a natural reaction and instinct to try to imitate that on paper. This is even more the case now that many books get turned into films. Many writers write as though writing for a film nowadays, or have it lingering in the backs of their minds as they are writing. They can see exactly how this fast-paced, exciting scene works, and they want the reader to be able to see it in the exact same detail, and for it to be just as fast for the reader as they picture it to be in their mind.

There are two keys to writing an action scene: speed and detail. It's always here that writers fall down. It's very hard to separate them into two sections because they both rely so heavily upon each other to work.

Speed and detail:
Get the Sandra Bullock movie out of your head for a bit and give some attention to this.
If you don't get the speed right, then your action scene genuinely IS ruined. Action scenes are almost always fast. If they're not, then they're very tense. You need to make sure that you write them to carry at the same speed as the scene is supposed to be played out.

The best way to portray the speed is by the amount of details that you add in. Too few details and the reader is lost; we can't picture what is going on and, actually, it goes too fast. Too many details and the scene falls COMPLETELY flat. It's not like seeing it in slow-motion if there are lots of details: it's as though we can't imagine it and it becomes very boring.

One of the key things to remember is that, in a situation where you're involved in a fight or running for your life or something, many of your actions will be impulsive and reflexive. You're not necessarily going to be taking in everything that goes on around you, or understanding that your muscles are bunching before you throw a punch. Therefore, to portray an action scene realistically, you need to make sure that you describe the right sorts of things. For example, in a car chase, mentioning swerving violently between a red car and a green car at three hundred miles an hour is a good thing to mention. Mentioning swerving between a red volvo and a green ferrari being drive by a hippie in camos is NOT the right sort of thing. For a start, being able to tell what sort of cars they are when going at that speed would probably mean that you're not human, but describing the driver of an irrelevant car does NOT add to the drama, tension, or general awesomeness of the plot because it distracts from what we want to focus on and actually DESTROYS the tension. Secondly, too much detail, especially distracting detail, slows the action scene down intolerably.

I'm going to use a couple of examples from a fight scene to demonstrate this (snippet and altered snippets from my project Heartburst).

Too little detail (actually, it's a lot harder for me than you might think to attempt to do this badly as a demonstration):

Zora forced himself to run. Suddenly, he heard running footsteps on stone. He looked up and saw the other champion on the steps. He tried to run faster, but the other guy was faster still. Zora raced up the steps, trying to catch up. His feet began to hurt, but he was nearly there now. With a few steps left to go, he flung himself up the stairs and caught hold of the other champion, sending them both flying. They landed on their backs, crashing into a brazier before they hit the floor.

I think you'll agree with me that it just doesn't have much impact as an action scene. We're lost. We don't know exactly what's going on. It might make more sense in context, but it shouldn't have to be put in context to retain most of its powers as an action scene if it's written as a decent action scene. It's hard to visualise because there aren't very many things to latch on to visualise. We don't know why Zora is having to force himself to run (although that could come from context). The introduction of footsteps on stone is too abrupt, and the way that "stone" is introduced without the article suggests that we wouldn't know that there were stones around from the context. There's absolutely no tension on the race; we feel nothing whatsoever. We're told rather than shown that the other person is faster than Zora, but given no detail on this. We don't know if they're practically neck-on-neck or if Zora is a long way behind and on the verge of giving up. We have no idea how long the steps are, which again makes it harder for us to gauge how much of a feat this running might be. There's nothing in the writing to suggest that Zora's moving at speed -- no roar of noise or whipping wind or anything. The bit where they both go flying is a bit abrupt and seems to come from nowhere. At that point, we don't even know how far ahead the other champion is, so in the reader's imagination, Zora could have flung himself up fifty steps or up one, depending upon where the reader wanted Zora to be at that point in time. I could go on, but you get the main points:
1) This scene lacks impact because:
2) It moves too fast and
3) It lacks detail.
Conclusion: it is NOT a good action scene.

Too much detail:

Gritting his straight white teeth together and blotting out the splitting headache that was starting up, Zora reluctantly forced himself to up his pace into an absolute flat-out sprint. The laboured, wheezing breathing -- the exhausted gasping, really -- of his friend Rheydi soon vanished into oblivion, mostly drowned out by the distant, excited screams of the gigantic crowd, but also by the shrieking wind that was hurtling past his ears and stinging his eyes and also by the regular pounding of Zora's feet on the grass. Left, right, left again, right again... .

Then he suddenly heard something that he had been dreading ever since he started to run: the sound of somebody else running up the steps ahead of him. Heavy boots slapped down on the cold stones. Suddenly worried, Zora looked up. He saw that the other champion was already on the steps and climbing fast, arms pumping furiously as he tried to keep his balance.

Zora swore, and, despite his protesting muscles, he forced himself to ignore the lactic acid and breathe deeply to allow more oxygen into her lungs to be transported by red blood cells to the major organs and muscle tissues in his body so that he would be able to run better.

[Blogger's note: *gets bored of overwriting and skips to the bit where Zora knocks the other guy over*]

With only a meagre five steps to go until one or other of them won, Zora hopped, skipped, and then jumped and flung himself at the same time up the steps at the champion. The trajectory of the path for interception of the enemy was a diagonal one, and he hit him dead on. Zora carefully wrapped his arms around the other man and clung on tight as they revolved in the air like a spinning top. He clamped down hard with his fingers, feeling soft silk under his fingertips. They arced through the air, eventually coming down in a smooth curve and crashing into a brazier, which their combined weight knocked over, and they both sprawled on the floor.

I don't think I need to tell you that something's DEFINITELY wrong with your action scene if you, as the writer, decide that it's boring. If you do what I did and bunk off in the middle of the scene because it's boring, the reader will find it boring as well (please don't tell me that you just found that piece rivetting).

The absolute BANE of action scenes is purple prose. Like I said, there's a temptation to put in absolutely everything. Here, there is everything: long, clumsy sentences, detailed description of things that aren't relevant to the fight, too much focus on trivial things that detracts from the tenseness of the important ones, and, above all, TOO MANY ADVERBS AND ADJECTIVES.

So, the main points:
This scene lacks impact because
1) It moved too slowly because
2) There was too much description and too many details and
3) The description drew the attention from what happened and
4) There was just too much to take in and it was too overwhelming.

Striking a balance between details and speed:

I remember when I was back in primary school and we were learning how to sketch the roof tiles on houses. All of us used to meticulously draw out every single tile on the roof and get really frustrated when it looked nothing like the picture we'd been trying to copy. Honestly, this is the exact same thing. The roof where the tiles aren't drawn in is like the version with too little detail. The version with every single tile drawn is the too-detailed version. The version below (the balanced one) is like the version our teacher eventually told us to draw: the balance in the middle where you draw some roof tiles but leave others blank. You hint at them. I'm sure I've mentioned somewhere before that insinuation is far more powerful than outright blatancy, and action scenes, believe it or not, are exactly the same. You have to strike the right balance between the things you describe, economy of language in describing them, the bits that you gloss over to speed things up (e.g. not describing every footstep if your character is sprinting, but saying that their feet pounded over the ground and the world sped by), and the bits that you leave out altogether. Do NOT waste time describing a karate move in detail just because you don't think the reader will not what it is. No. If there is a name for an action, use it. The reader can look it up later. The speed at which something happens in an action scene MUST be reflected in the way that the scene is written, which means not wasting time in describing things. Call a tornado kick a tornado kick; don't give a molecule-by-molecule blowdown of it. Here is a better example of the other two scenes, written with more detail than the first, but less than the second.

Gritting his teeth and trying to ignore the headache that was starting up, Zora forced himself to up his pace to an all-out sprint. Rheydi’s laboured breathing soon vanished into oblivion, drowned out by the distant screams of excitement from the watching crowds and the regular pounding of feet on grass.

Then a sharper sound cut through: boots slapping down on stone. Looking up, Zora saw that the other Champion had already gained the steps.

Pacenexiasde. Muscles screaming in protest, Zora tried to put on an extra spurt, but as soon as the other guy realised that Zora was hot on his tail, he upped his own game.

Fifty steps. I counted them last night. Zora took them two at a time, trying to gain on the other Champion, but it was useless. From afar, he could hear the chanting crowds bellowing out his name and what must have been the name of the other Champion. Zora glared at the man’s back as they reached the last twenty stairs, moving out to the side a little to give him a clearer run so that he wouldn’t be slowed by tripping on the man’s heels or kicked in the head. The balls of his feet were beginning to ache. Ten steps left—first one to cross the line… blast, if I only had enough breath to freeze him in place for just a second… .

With five steps to go, just as the other Champion’s foot left the penultimate one, Zora flung himself diagonally up the stairs, catching hold of the other Champion and half-spinning him in midair. They both went flying into one of the braziers and Zora winced as, yet again, his back took the brunt of the blow as he slammed into the ground.

You just have to make sure that you choose which words you want to use carefully. Avoid using adjectives and adverbs wherever possible. If you can use one word instead of two, use the one word, even if you've used it fifty times. "He sprinted" is better than "he ran fast". Try to find the most powerful word you can -- "he smashed through the wall" is much better than "he went through the wall". If you can find a verb that has the connotations contained by an adverb/adjective and the verb you were initially going to use, then use it.

How to do it right:
1) Concise use of language plus
2) Use of evocative vocabulary plus
3) Minimal use of descriptive words plus
4) Striking a balance between glossing the detail, skipping the detail, and detailing the detail and
5) Making sure that the speed of the action is reflected by the way that something is written.

-kirky
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