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Big Muscles: Cutting Water Weight, and Combat Effectiveness

It is true that really big muscles like for example those of power lifters make fighting more difficult? Are speed but not very muscular characters actually plausible as fighters?

So, there’s two different things here, power lifters and body builders. Power lifters tend to look really bulky, rather than describing them as having, “really big muscles.”

This doesn’t really help powerlifters offensively. How hard you can hit someone is a function of power generation, not raw strength. So, just because you can support the weight of a midsized car with your legs doesn’t mean you can throw a punch with the power of that sedan.

Defensively it helps, some. If you’re a walking wall of meat, and someone (who doesn’t know what they’re doing) is trying to throw a punch, it’s not going to get through. It doesn’t help, as much, against a trained opponent, because, ultimately, your body is still put together like any other human, and a skilled fighter is looking to exploit the inherent limitations, which you can’t really bulk your way out of.

If it sounds like I’m being dismissive, I’m not; power lifters are incredible athletes, and I have a lot of respect for them. However, they’re not training to fight people, and it is unfair to judge them based on that.

On the flip side, being a body builder has no upside for combat. Those really clearly defined muscles make finding pressure points incredibly easy. On top of that, body builders are intentionally abusing their muscles to cause swelling. When they bulk up, it’s their body crying for help.

A common element to increasing muscle definition is called, “cutting water weight.” This sounds benign, but it really means they’re intentionally dehydrating to the point where it’s adversely affecting them. In some cases, you’re looking at a guy (or women) who is a couple hours away from loosing consciousness due to lack of water. Yes, it gives them incredibly well defined muscles, but it’s actively dangerous.

In most cases, when you’re looking at a bodybuilder (at least, during a competition), they are not in fighting shape.

The thing with a lot of professional martial artists is, they are pretty muscular, but it’s sleek. You’re more likely to see someone who has a very athletic build. There’s a lot of strength there, and in some cases, more raw strength than a body builder, it just doesn’t look like it. At a glance, you could mistake them for just being lean or fit, but, the reality is, you’re just not seeing their muscles.

When it comes to professional sport fighters, (like boxers and MMA practitioners), you’ll often see them cut water weight for their formal weigh-ins. This is the practice of weighing a fighter and assigning them their weight class. It’s advantageous to be put into a lower weight class if at all possible, you’ll be matched against smaller competitors. However, after weigh-in, they’ll rehydrate and get back into fighting shape before the match. You can track some of the visual effect water weight if you look at a fighter who’s trying to weigh into a lower class at their weigh-in versus when they show up for the match. In some cases, it’s a pretty striking difference.

Cutting water weight is also really common in Hollywood action films. You’ll frequently see actors who are on the edge of passing out, specifically to give them clearly defined muscles for a scene or two.

-Starke

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These are Your Characters; This is Your World

Hi! I’ve been working on a historical fantasy story (think Taisho era but with Caribbean influences). My issue is with two of the main characters: A morally-questionable “ronin” for lack of a better term, and street-fighter with the noble incentive of supporting her family financially. While it’s easy for me to picture what their relationship ends up becoming, it’s hard for me to decide how these two could end up working together without it seeming unrealistic or forced.

I have no idea what this means.

I’m vaguely familiar with the Taisho Period. This was from 1912 to 1925, and saw some early elements of the transition that lead to the Japanese Emperor’s authority being completely subverted by a military junta in the following decade. It’s a very significant era.

The problem is, Japan in 1925 looked nothing like Jamaica in 1656, and I cannot extrapolate exactly what you’re looking for here.

“Caribbean influences,” could be as simple as geological, or it could be an elaborate fantasy setting that melds elements of late Imperial Japan with the European colonial squabbling in the Caribbean that resulted in an authority vacuum, and the proliferation of piracy, both freelance, and state sponsored.

The result is, I don’t know your world, and that’s not a bad thing. It does make this question much harder to answer with any specificity.

So, yes, a unique world is a good thing. Not being able to boil that down into a single sentence is something you may want to work on. Though, the goal is to create a coherent one line description, not to simplify your world.

The problem with your characters is, I don’t know who these people are. The description of them is basic, but fine. However, because I don’t know your world, I don’t have a full frame of reference for what your setting’s ronin really are. This could be anything from a disgraced noble to a former military leader who’s degenerated into piracy when their place in the old order collapsed when the previous emperor died.

How does that interface with someone who has the, “noble incentive of supporting her family?” This could get really dark.

A couple years back I remember reading an article discussing the good/evil axis for D&D’s alignment system. The author used the concept of proximal empathy a litmus test for a character’s alignment. (Note that “proximal empathy,” means something very different in developmental psychology.) The idea is that a good person will experience empathy and exhibit compassion and altruism to a wide range of people, in some cases, even total strangers. However, as the alignment shifts away from good, that proximity will decrease. A neutral character may be apathetic about strangers, but they don’t stop caring about or protecting their friends and family. An evil character may either only care about their innermost circle, or themselves alone.

While I think it has limited value as a philosophical position, it’s something worth considering about your characters. If your character is willing to commit crimes and harm others in pursuit of providing for their family, that does not make them a good person. Further, even someone with noble intentions can be responsible for horrific actions.

This will be a slightly crude explanation, but when you’re plotting the relationships between characters, it can be helpful to think of it like a multi-act story, with a sequence of different stages or phases. Over a long enough period of time, many relationships are unstable. People who start as friends can become bitter enemies, and people began barely tolerating one another could come to respect each other, only for that to be scuttled later on.

There’s nothing inherent in these two character concepts that would automatically mean they couldn’t work together, or even become friends. Similarly, there are a lot of potential threads that could lead to a brutal falling out down the line. That’s fine. More than fine, that’s useful.

I’ve said it before, but your job is not to make friends with your characters. You are not responsible for handing them a happy ending. Having characters that end up parting ways because of irreconcilable differences can punctuate a good story. Conflicts between protagonists can be incredibly valuable for changing a character’s trajectory, or showcasing new insights into who your characters are, and how the story’s events have changed them.

In both cases, you have a the basic sketch of a character who could be a complex individual, and that’s something you will want to encourage. Character conflict lets you tease out that depth without requiring either character to be exceptionally self aware.

I can’t tell you how they met, or why they started to work together. I can’t tell you if there was friction or if they started out working together for purely pragmatic reasons. I don’t know. Those are your character and your story.

What I do know is, try it. If it doesn’t work, examine where and why it failed, and rewrite it until you’re happy with it.

-Starke

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Why Kicking and Knee Injuries Do Not Mix

oh yeah tai chi anon back i just thought of another question (sorry if its getting annoying) how well can kicks work if youre wearing a knee brace, and is this better or worse if you have steel toed boots for more oomph

Kicks don’t work if you’re wearing a knee-brace. I mean, depending on the kind of knee-brace you have that may be possible but it’s not recommended. Certainly not recommended if you’re planning on using kicks in live combat when you’re genuinely in danger. It’s also not recommended to kick with the healthy knee either because it takes two legs to kick. One leg is going to have to take all your weight, balance your body while twisting and that leg’s foot is moving into position. With a roundhouse or sidekick, the foot for the standing leg will be on an opposing forty-five or one hundred and eighty degree angle away from your opponent in order to maintain balance.

Think about doing that with an injured knee. You will scream in agony, even with a minor injury.

Trust me, I know. I grew up in a martial art where the flying death kick is the norm.

Knee-braces prevent your knee from moving or shifting around, in order to stabilize it and protect you from further injury, even soft braces will impair speed of movement and the articulation of the knee. Your knee needs to bend in order for you to kick. Otherwise you can’t kick. If you’re lacking full range of motion, the power of your kick is halved at best.

In martial arts, there are four parts to a kick.

One is the chamber. This is when the knee bends and rises into position to extend the leg.

Two is the extension. This is when the lower leg extends, achieving the force of momentum and snaps into position to meet the target. As the leg strikes the target, all your joints lock together to reinforce the point impact.

Three is the impact. Your whole leg, and really your entire body, locks for a split second to take the receiving force of the blow and to drive the full force of the kick into your opponent.

Four is the reset. You relax and return your leg to its starting position in your stance. Preferably fast enough so no one grabs your leg.

You need full range of motion in order to kick properly. A knee that cannot chamber, means that your leg is out there dragging against the air, slowing down your momentum. This reduces both your speed and the force/momentum delivered by your kick, making the kick less powerful and more likely to be stopped by your opponent. Worse, if you have an injury, you will exacerbate that injury both via the motion and any potential impact. Given that this is your knee, the injury can easily go from temporary to permanent.

Knee injuries are very common in martial arts. One of my martial arts instructors had a permanent limp in his mid-twenties from a knee injury. Frankly, it’s better if you don’t try kicking with a knee brace as knee injuries often stick with you for the rest of your life even after they heal. Your knee is basically bone held together by floating cartilage and ligaments, which means that injuries are usually tears to ligaments you need for your leg to continue functioning.

The thing about Tai Chi is that the goal of the martial art is about redirecting your opponent’s force back into themselves. There’s no way to achieve that with kicks. Kicks are about saying fuck you to your opponents and their internal organs. They can and do deliver lethal force. In Taekwondo, they can actually deliver that force through the headguard. There’s a reason why fights are stopped the second someone is knocked unconscious in sports. Being knocked unconscious is your brain no longer working, even just for a split second. It’s a cerebral hemorrhage, it’s not a nap.

What I’m saying is: don’t do it.

-Michi

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This is Not How You Play Russian Roulette

Heya, I want to ask about a guy using a revolver used as an intimidation tactic. As in only loading one bullet and leaving the other chambers empty, guy loads it and spins it before pulling the hammer. (He aims it at himself, shoots, and then spins the cylinder again before aiming it at the person being interrogated, also shoots).

Would it be realistic for him to remember how much force to spin it in order not to get shot? And, how do you suggest him practicing this sort of technique?

So, this is called Russian Roulette, and I don’t recommend ever doing it.

There’s a couple problems with this approach, starting with the part where the least intimidating thing your character can do is spray their brains across the wall.

Yeah, technically, that might be intimidating, but it’s posthumously intimidating. Unless they have some secret way to come back from the dead, this is the kind of thing you do once, and never again. Also the kind of thing you do once, and then proceed to decompose throughout the rest of the scene.

And, if they’re pulling this stunt regularly, they will shoot themselves in the head.

The second problem is, you can’t really do it as described. So, it’s been a minute since I’ve handled a revolver, and I’ve never intentionally spun the chamber, because that’s a really good way to damage the gun, however, when the hammer is down, it’s in contact with the shell casing, this means you can’t really spin the cylinder. The problem is that the firing pin (a spur on the face of the hammer) protrudes into the chamber. This is how the gun fires, the firing pin hits the back of the case, compressing it, and igniting the primer. This means, there is a part of the hammer that protrudes into the chamber. Not by much, but if you tried to spin the chamber with hammer down, you’d either clip the firing pin or the firing pin would completely stop the process… except, you wouldn’t get that far.

The second part of this is that the cylinder has a ratcheting mechanism. This is really important to preventing the revolver from detonating in your hand. When you draw the hammer back, the ratchets will cause the cylinder to rotate a new round into battery. When you drop the hammer that ratcheting mechanism will lock the cylinder in place preventing it from rotating freely. You can spin the chamber on some revolvers by drawing back the hammer to a fully cocked position. It’s still a bad idea because you’re applying wear to the ratchet system, and you really, really, do not that to break.

This means two things: First, like I said, you cannot spin a revolver with the hammer down. If you could misalign the chamber and barrel, which would result in a, “catastrophic mechanical failure,” when fired. Second, spinning the cylinder (even with the hammer back) is actively dangerous. You need these mechanisms working flawlessly for the firearm to be safe, and you don’t want this stuff damaged because you were playing with your gun.

The specifics of this will vary between revolvers, but the basic mechanical concepts are fairly universal. There may be a revolver design where you can safely spin it with the hammer down, but I’m not aware of one. (It actually wouldn’t surprise me if there’s some weird revolver out there that’s specifically designed to allow free movement on a dropped hammer, but nothing I’m aware of.)

Another problem with Russian Roulette is that, eventually, someone’s going to get shot. While it’s not particularly intimidating to watch your captor turn their own head into a rapidly expanding cloud of chunky mist, getting shot in the head is even less intimidating.

This is one of those fundamental problems with coercion. Yes, death is a very scary thing, however, the dead aren’t afraid of much. If you accidentally kill your captive, you’re not scaring them. If you needed them alive, it’s time to come up with a plan B. If you start with putting a gun to their head and that doesn’t work, you have nothing to escalate to. Really, with intimidation, you want to start with vague threats, and gradually escalate. If you get to the point where you’re putting a gun to their head, if they’re not already intimidated, it’s not going to happen.

Additionally, interrogations through fear will get the subject to tell you what they think you want to hear, not the truth. This can be a real problem, if you’re trying to get information out of them.

-Starke

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Black Powder and Ninjas

Question. Blackpowder weapons. How bad was the smoke and the noise? Would it be a choking hazard indoors or just a mild annoyance? Deafen anyone within 10 feet? I imagine stealth would go out the window as soon as the weapon goes off, but I have heard that ninjas used firearms in assassinations and wondered if you had any insight into that as well. Blackpowder and smoothbore muskets as sniping weapons if it would not be better to just stick to crossbows or bows for that instead of the loud booksticks with an egregiously long reload time.

Black powder firearms are a bit messy. It’s not clean burning powder, and that does result in a lot of smoke coming off the gun after firing. It would never be so sever that your vision would be obstructed after a single shot, however, if you line up 20 or 30 soldiers, and have them fire in alternating volleys, the cumulative smoke produced could be blinding.

There’s some other side effects of this as well. A major factor is that because black powder produces less pressure, the resulting gunshot isn’t as loud as a modern firearm cartridge. You’ll still know someone is shooting, but it’s not loud enough to damage your hearing if you get into a gunfight. (At least, when I fired a black powder rifle in Scouts, we did not use hearing protection. Some of that could be due to it being 25 years ago, but, as it was my first experience with a firearm, I didn’t really understand the sound difference.)

Even a modern, smokeless powder cartridge, won’t deafen everyone within 10 feet of it. That kind of damage is reserved for explosive charges, concussion grenades, things of that nature. Being in close proximity to a gunshot, without hearing protection (particularly in a closed space) can result in hearing damage, but you’re not going to be deafened on the spot. Now, being in a modern gunfight without hearing protection will likely result in some degree of hearing loss down the line, and can easily result in medical issues, such as a persistent headache that persists for days.

As for, “why the gun?” you’re missing key details. Training archers on the bow was extremely time consuming. The aphorism was, that you would spend a lifetime creating a single skilled archer. Also, bows, in medieval warfare were used as more of a general (fire in that area) method for dealing with infantry, rather than being analogous to a marksman.

Crossbows are much easier to learn, but they are also significantly more expensive, and mechanically complex. Ironically, crossbows did have their time as military weapons. For over a thousand years, crossbows saw extensive battlefield use various places in the world.

Even as the firearm gained popularity in Europe, the crossbow held on into the early modern era. Throughout the 15th century, it would have been reasonable to encounter a well equipped European army that employed a mix of gunpowder and crossbow units.

Ultimately, the problem for the crossbow was that the gun is very easy to use, easy to transport, and relatively sturdy. Over time, it became the better option for an infantry weapon.

As for ninjas using firearms? I don’t know anything on that subject, but it wouldn’t surprise me. Ninjas were notoriously opportunistic, and even a fairly primitive black powder handgun is an excellent way of immediately eliminating a samurai. While Japan would eventually (effectively) regulate firearms out of existence during the Edo period, between the introduction of the gun to Japan in 1543, and the mid 17th century, where the technology was embraced. While it conflicts with the stereotypical image of the Ninja, Japan in the late sixteenth century boasted a thriving gun culture, and the idea that a ninja would simply shoot their target and leave, is actually pretty plausible.

-Starke

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The Challenge of Writing in Slow Motion

Hi, this is my first time coming to your blog and ask a fighting question so… How to write a slow-mo scene where character B caught a bullet that is heading towards them (especially their face) with their own bare hands?

I got inspired by this one scene from an anime I’ve watched. Honestly, I don’t know how to approach that cause this is my first time as well writing a combat scene and I don’t want to make it sound lame. So, I figured that you would know…

I’m really sorry, I know I shouldn’t asked that kind of question but seriously I’m drawing a blank here. And I really hope you could help.

So, this is going to be a difficult place for you to get your start. It’s not truly possible to convey time compression in prose (or in sequential art.) This is really easy with films because you can just ramp the footage.

You can flatly state that there’s time compression, that things are happening in slow motion, but I’m willing to bet you already tried that and it didn’t work.

So, when you’re writing a fight scene, you generally want to keep the language as simple and fluid as possible. There’s a lot of skill to making this the best it can be, but a simple blow by blow is a safe starting point.

The more efficient you are with the prose, the faster the audience will read it, and by extension, the faster they will perceive it as occurring. More detailed prose, and larger blocks of text will slow the reader, and slow their perception of the passage of time. This creates a false answer for you, “clearly the solution is to just pad out the fight scene with additional detailed descriptions to slow down the reader, so they are perceiving the fight in slow motion.” The problem with that approach is, it doesn’t actually convey slow motion, it makes the fight feel slow.

There is a delicate balance when you have characters with heightened reflexes, where you can inject slightly more detail into the character’s perceptions mid-fight, to convey the idea that they are processing information faster than a normal person.

This is also someplace where character knowledge can become a huge factor. A character with extensive knowledge of firearms may be able to identify the exact make and model of a weapon when it’s drawn, while a less knowledgeable character might just identify it as, “a gun.” If your character is not particularly knowledgeable, but has heightened reflexes you might be able to convey that by slapping a couple adjectives onto the gun when it’s drawn or fired.

The other problem you, probably, encountered is that anime doesn’t easily translate to non-visual media. Anime is an art style, and that informs the entire work. Not just, parts of it. Writing anime inspired works in prose can be challenging. You lose the visual cues that the art style informs, and as a result you’re left trying to reconstruct without the art style that actually sells it.

It gets worse; Anime relies heavily on spectacle to sell its action. Simply trying to copy that without the visual component, can easily result in disappointing scenes. You’re providing an excellent example of this. The visual spectacle of a character seeing a bullet coming towards them in slow motion and snatching it out of the air can be compelling. However, the text description undermines the character and the scene. They’re no longer fighting to survive, and instead showing off. If you’re trying to establish an anime superhero, that’s fine, but if you’re trying to maintain any tension to the fight, that will kill it.

It is possible to write anime style narratives in prose, however, this is not an easy starting point. It requires a fairly comprehensive understanding of the genre, including a lot of the subtleties in the way it is written, and the reasoning behind that.

So, while you can absolutely write that scene, pulling it off well will some pretty sophisticated work, a lot of skill, and a lot of homework. I would not recommend this for your first fight scene. I would instead suggest starting with something more contained violence.

-Starke

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What to Give the Hero Who Has it All

How unrealistic is to have a hero who is politically savvy/uses guile but also uses brawn? I heard is bad to have a hero (especially a female one) to “have it all”

“Realistic,” is a bit of a loaded term, but, on it’s own, this is not a problem.

An, “overpowered character,” is only measured in relation to the adversity they face. If there was an objective measure of how powerful a character could be, the superhero genre couldn’t exist.

So, “adversity,” is a little bit of a weird way to phrase it. I’m collecting multiple antagonistic factors together here; including the actual villains, the protagonist’s own flaws, and other incidental factors that are working against them. A story starts to suffer when the protagonist grossly outclasses their adversity.

So, let’s look at a simple(-ish) example of this: On the surface Superman is an utterly boring character. He is absurdly powerful and his greatest foe is a dude with cancer. Here’s the thing about that, Superman has a host of internal flaws. Some of these are the simple vulnerabilities, (like kryptonite and magic), while others are his difficulty with human civilization, his desire to fit in (and the entire Clarke Kent persona), his own moral code (this is a double edged sword, as it’s critical to his identity as a person, but it also seriously limits how he’s willing to solve his problems.) Depending on the writer, Superman can either be an utterly uninteresting brick, or an incredibly compelling character, and this hinges on the author’s ability to balance his inherent limitations to bring out an interesting narrative.

it’s difficult to manage a hero who has it all. This is because, if you miss the balance on their foes, the whole story will fall flat. This leads to two easy solutions, low power heroes with limited options, or extraordinarily powerful villains. However, if you feel up to the task, it’s entirely possible to have powerful heroes who are hamstrung by factors unrelated to the foes they’re facing.

A character who is in a politically important position can’t go digging through dive bars hunting for leads. They may be able to send an agent, but, politically, they may not be able to directly intervene. Conversely, a spy may have the political savvy, and even be willing to get into the occasional brawl to maintain their cover, but they come with the distinct disadvantage that if they’re exposed, they’ll be hunted down and killed. That, by the nature of their job, they are incredibly vulnerable.

The, “trick,” such as there is one, is in understanding the limitations of your character when you’re creating them.

And then there’s Doc Savage. Okay, that’s a little unfair of me, there is an entire host of pulp protagonists from the 1920s, 30s, and 40s, that would eventually evolve into the early superhero genre, though Savage is one of the most famous examples. It’s an important stepping stone to understand in the creation of the modern superhero. These were characters who were (generally speaking) without flaws, and (at least in the case of Savage), were thrown into adversity that bordered on parody. The rule of adversity above still applies, however, the entire structure is about applying ever greater degrees of external adversity for the character to overcome. So, while I said it can be difficult to manage a powerful character, Lester Dent was pumping out Doc Savage novels in less than 40 days. (Seriously, he wrote 159 novels in 16 years.)

So, when you’re creating a powerful character, you want to keep in mind the foes they’ll face and their own limitations. If your character can breeze through whatever you put in front of them, you may have a problem. However, if you’ve created foes who can legitimately challenge your protagonist, it doesn’t particularly matter how powerful your character is, only how powerful they are in relation to their opponents and the adversity they’ll face along the way.

-Starke

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Gut Wounds and Bleeding to Death

Hello! Thanks for running this (very helpful) blog! So, if a character was to loose a decent ammount of blood (enough to make them loose conciousness, etc, but not actually die.) what would the recovery process for that look like? How long would they be unconcious? How soon would they be able to stand/move? The character in quesion is very physically fit, and the blood loss was due to a wound in the side/abdomen area via a sword, if that is relavent. Thanks for answering!

Probably never, barring necromancy.

So, loss of consciousness from blood loss usually means you’ve lost over two liters of blood. That’s about 40% of the blood in your body. If you’re loosing blood fast enough to pass out, chances are, without immediate medical attention, you’re going to die.

Getting stabbed in the abdomen in a really bad wound. There’s a lot of organs in there that are simultaneously vital for keeping you alive and healthy, but also exceptionally adept at killing you when abused. Your kidneys and liver are basically large repositories of blood waiting to end your life from internal hemorrhaging. Your intestines are just waiting to put you into septic shock and kill you if they’re nicked by a blade. Your stomach is something you really don’t want to see ruptured.

Lower abdominal wounds aren’t just really dangerous, they’re actually pretty nasty and graphic. This is a lot of stuff you do not want to damage. And will require some pretty advanced surgery to survive and recover.

So, stepping away from that for a moment, if a character suffers a wound, and is bleeding severely enough for them to lose consciousness at a relatively rapid pace, it will kill them. As mentioned earlier, losing more than about 2 liters will cause you to lose consciousness, but fatal bloodloss ranges from 2.5L to 4L lost (depending on the individual.) At best, they lost consciousness half-way to dying, and they will bleed out in roughly the same amount of time.

There’s some potential situations, where the victim is able to seal off a wound in the field before passing out. For example, if they stabbed through the arm and had been losing blood, but had the presence of mind to cauterize the wound before losing consciousness, they might recover. (Though, this wouldn’t apply to an abdominal wound.)

Multiple (relatively) minor wounds might be able clot, saving their life, even if the cumulative bloodloss would have been fatal eventually. This is especially true if they lose consciousness some time after the injuries. However, this is a somewhat artificial situation, because the character would need to lose enough blood to go into hypovolemic shock, while also managing the rate of bloodloss carefully enough as to avoid killing them. It could happen, I’m almost positive that it has happened, but engineering that situation is tricky.

Beyond that, it’s worth remembering that hypovolemic shock is actually pretty debilitating long before you lose consciousness, slip into a coma and die.

(Keep in mind, these are modern medical terms and wouldn’t apply in a fantasy setting.) Hypovolemia is grouped into 4 stages.

Stage 1 is up to 750mL lost. The victim will appear pale, but otherwise they’re fin. They may feel terrible, and drained, but this is the stage where they’re still functional.

Stage 2 is 750-1500mL, at this point the victim will start to experience anxiety, and they will start to experience mild tachycardia, and their respiration will increase.

Stage 3 is from 1500mL to 2L, and at this point the victim will start suffering serious cognitive impairment, they’ll be confused, their heart rate will be roughly double what it should be, their respiration rate will be significantly increased.

With Stage 4, loss of consciousness, coma, death. Technically, you can be in stage 4 without losing consciousness. Though the mental state is not great. There’s also more severe tachycardia, their skin may appear mottled (with some patches appearing completely drained of blood), breathing will be very rapid and shallow. This is someone who is dying and you can see it.

If you are losing a lot of blood, and you lose consciousness, it’s over, you’re dead. As a result, your body does everything it can to delay that from happening. Even by Stage 2, you’re not going to be in fighting shape. You can’t just keep fighting through that much bloodloss.

When it comes to recovery, there is a trick. Your body can produce plasma pretty quickly. You can recover the loss of 2L of blood in 24 to 48 hours, sort of. The problem is that your body is only producing plasma to bring the volume back up. Actually replacing the lost blood will take a lot longer. Probably 4 to 8 weeks, depending on the individual.

I’m not 100% sure what the symptoms would be for someone having that much plasma in their circulatory system. It wouldn’t be life threatening, but would be unpleasant. I’m pretty sure fatigue, headaches, visual and auditory hallucinations are on the table, but I’d need to do a lot more digging into this specific situation to be completely certain. Regardless, symptoms would drop off pretty quickly over the weeks as their blood plasma levels evened out.

-Starke

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The Strategic Value of Insight

How much benefit does someone fighting get if advised by someone who knows their opponents tactics or weak spots? As in could that bit of info really mean the difference betweeen win/loss or life/death? Would it help when battling an opponent much stronger than themself? Not all encounters are hostile but friendly sparring as well.

That depends on the information they’re given. The way these kinds of insights are used in fiction can be a bit artificial, but, potentially, there is some real value here.

A lot of the time, this is going to be a kind of deus ex machina plot device. Instead of it being an item (or, a literal god), it’s someone wandering in and saying, “oh, yeah, this is how you beat the villain.” This tends to get less flak than other forms of deus ex machina; probably because the protagonist, at least in theory, retains more agency, and the premise is broadly believable. However, when you start digging into it, problems become apparent.

You identified two different forms these insights can take; vulnerabilities and strategies.

In the real world, exploiting vulnerabilities is effective. Understanding someone’s weaknesses can confer enormous advantages. This can be as simple as knowing about an old wound, meaning a specific strike will have have significantly more effect than you would expect, it can be a design defect in a vehicle or weapon, it can be detailed psychological information that you can use to shut them down and get them to give up.

These insights can be given by another character, or they can be collected by the protagonists directly.

For an example: The Death Star Plans in Star Wars, are an inanimate MacGuffin, but that’s just obfuscating that they’re effectively an insight saying, “shoot here to blow up the incomprehensibly massive superweapon.”

These kinds of insights can also be time sensitive. Another example, from the same source, would be that in Return of the Jedi, the timing of the attack on the Second Death Star coincides with Emperor Palpatine’s tour of the station. And, of course, as that example shows, these kinds of time-sensitive vulnerabilities are excellent bait for traps.

If the villain was injured during a recent battle, and is currently in a vulnerable state, of course your protagonists would jump at the opportunity to strike.

In more sophisticated situations, the villains actions may have alienated former allies who approach your protagonists with an offer to work together to unseat them, only for that entire scheme to be a trap.

Vulnerabilities can go either way. When played straight, they can be a very kludgly, “shoot here to win,” solution. When they’re subverted, it can be an effective plot twist (though, it will be on you to sell the deception, and the machinations that went into it.) At the same time, there’s a very realistic element of having someone running surveillance on an enemy and then reporting to your characters.

So, reconnaissance reports are in the same category of, “reporting a vulnerability.” The way these scenes are put together is a little different. Usually, they’ll get the report, and then plan accordingly. This will often include the protagonists having to identify the vulnerability for themselves. From a character agency perspective, this is a huge difference, and it will further sell the idea that your characters found the solution for themselves. (Note that Star Wars isn’t an example of this, as the Death Star Plans are handed over, and an unnamed character, played by an uncredited extra, who identifies the design flaw, off screen.)

Understanding an individual’s preferred strategies can be useful, and in some situations it can allow you to develop an effective counter-strategy. However, in a lot of fiction, this is exaggerated, almost to parody.

Talking about a character’s preferred strategies can be a useful opportunity for worldbuilding. Especially if their strategies intersect with novel elements of the setting.

However, it’s important to be careful with this approach. Two things to keep in mind, first that the strategy must novel or unusual in some way, and second that if it has a transparent weakness, it only raises questions about how the character got to the point of being a legitimate participant in the current events.

On the former, I’ve literally seen cases where a villain’s, “secret,” strategy was to hold some units in reserve. I wish I was making this up. To some extent, my inability to remember exactly where I’ve run across this, gives me some hope that my memory is messing with me, and no one actually blundered into this. The problem with this strategy is that, ever semi-competent strategist will keep some forces in reserve to reinforce struggling troops.

Actually a specific example I can name from memory is Ender’s Game by Orson Scott Card. Remembering that it’s been 25 years since I read the novel, and it is intended for a YA audience, most of Ender’s “strategic genius” is understanding basic concepts like pickets. (It is a good example of worldbuilding through strategic analysis, but, the actual strategies employed by Ender are remedial at best. Also, as it turned out, Card is an ambulatory dumpster fire masquerading as a person.)

Unfortunately, if you want to avoid this, you’re going to need to do some research on your own. There’s an entire scholarly field (military history) that is deeply interested in analyzing strategies and tactics employed on the battlefield. This is a mandatory field of study for military officers, and if you’re wanting to stage out large battles, this is something you’re going to need to look into.

My best recommendations for the use of strategy remains the series Babylon 5. This has the distinct disadvantage of being a serialized TV series, and you’re looking at over 80 hours of material, with the vast majority of that being unrelated to combat and warfare. However, it’s one of the exceptionally rare cases where I can point to a fictional character who lives up to their reputation as a strategic genius. (And, no, linking to the second season was not an error.)

Another example of a strategic genius would be Grand Admiral Thrawn from Star Wars. This also comes with a caveat, the original version of the character has some very interesting (and plausible) rationale behind his methods. As other writers worked with Thrawn, his strategic insight degenerated into a superpower. There is a valuable lesson here though, writing this kind of a character is not easy, and will require a lot of work from you.

The old aphorism, “write what you know,” is in full effect. If you want to write a strategist, you’ll need to learn how to be one as well. You don’t need to be as good as they are, but you will need to learn how to become one.

-Starke

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P.S. As a quick aside, there is a reason I’m so focused on Sci-fi at the moment, there’s a much larger post in the works, and I’ve been pushing pieces of it live on the Patreon Discord over the last few days. I haven’t intentionally gone silent. So, keep an eye out for that.

The Vigilante and the Seeing Eye Accomplice

I was wondering if it’d be realistic for a Blind Vigilante to be told what to do during a fight (with knowledge the Blind Person had the skills and training to fight) in order to be successful? Kinda like someone over on a building watching the fight go down, and the person giving directions on what to do. Is that something possible? Or are/is there other approaches to what can be done?

Nope.

The problem with hand to hand combat is that it occurs at speeds where it’s difficult to visually process what is happening. Being slow to process that information will likely result in serious injury or death.

So. Your vigilante’s support needs to be able to see something, process that visual information, send the results of that around the brain until they find the words, then vocalize those words. Your vigilante needs to hear the information clearly. They need to process that information, and operationalize it. Then they need to react, and all of this has to happen faster than the crowbar that just shattered their arm was moving.

This is assuming the support can even see something in the first place. It’s very easy for character to pull a knife with minimal noise and shank your vigilante with the support never even seeing it, because the angle was bad, or the blade simply didn’t catch the light. This is before we get into the subject of firearms.

There’s a real problem with this setup, where your character is waiting for spoken commands. Even under the best circumstances, no language is built, primarily, around combat, and the time it takes to speak the words to communicate the information, is enough to end the fight.

It’s one thing when you have a vigilante superhero who can fake their way around their blindness. However, having someone talk your character through a fight, even under the best of circumstances, is not realistic.

-Starke

This blog is supported through Patreon. If you enjoy our content, please consider becoming a Patron. Every contribution helps keep us online, and writing. If you already are a Patron, thank you, and come join us on Discord.

Advice and suggestions for writing fight scenes.