I used to be horrible at dialogue. Until I literally wrote nothing but dialogue (with minimal other) - just to force it to read like "natural" dialogue.Rath Darkblade wrote: ↑Thu May 19, 2022 5:58 am Huh. I'm stuck because I've got a melee coming up, and I suck at writing those.
I don't have to describe what everyone's doing. Describing what 100 humans are doing, second-by-second? Ridiculous. Probably best to stick to what the main character is seeing and doing. He'll see and hear what people on either side of him see and hear. If he's very lucky, he could block a blow for someone next to him.
The Sphinx is the wild-card. What will she do when she casts Time Stop? Ugh. I can't decide. And the MC won't know, because time will be stopped for him as well.
Maybe it's best to do something silly, like:
1. Time Stop;
2. Rush about pulling down ALL the legionaries'skirtskilts;
3. Return, snap fingers;
4. Cue a warband of gladiators doing their best impression of Nelson Muntz from "The Simpsons". "HA-ha!"
What do you think?
I did this over and over until now - I thrive on writing dialogue because it gives so much insight into a character's personality.
So spend some time, just writing some side combat thing, unrelated to the story.
I feel like running D&D games, has also helped me - because when someone hits or misses during attack, I learned to be more narriative/descriptive rather than, "You hit" or "You miss."
It's now, "Yes! 16 hits! So as you swing your sword in a wide arc, your eyes focused on the enemy, the blade tears through his right arm, sending blood spraying across the room."
Or, "12. Ah, that's going to be a miss. So as you lunge forward with your blade, the goblin - having just been shot by Baragoth's arrow - has stumbled backwards slightly - so your sword just misses him!"