What Makes a Dynamic & Inspiring Battle Encounter?

Indiana Jones and the Temple of Doom is not considered the best of the Indy movies, but the large battle/escape scene reminds us of many things that go into a good encounter.  The escape from the mines of Moria in the Fellowship of the Ring of the Lord of the Rings is another scene that exemplifies good encounters.

Looking at these examples, here are several items to consider to make more dynamic, inspiring encounters:

  • Memorable Villain: In Temple of Doom the battle near the end includes the evil priest.  He establishes his power with an image impossible to forget: pulling out a beating heart.  In the Fellowship of the Ring, we see the orc army run at the first sign of the Balrog then we see its imposing size and magma aura.
  • Three dimensions: When drawing on paper, we tend to think two dimensionally. But these scenes remind us that having enemies waiting to strike from an upper-level archway or giving a character a chance to hide atop a tall statue or under an elevated mine-cart structure makes for a much more vibrant battle with opportunities to do heroic or villainous feats.
  • Fourth dimension: Does something about the area change?  This could be as simple as a foe destroying an escape route or creating a pile of rubble to make movement difficult.  But it could also be a moving room or a trap that causes the ceiling to compress or the room to fill with water.
  • Reinforcements: Just when our heroes are ready to take a breath and think they’ve accomplished something, it is time to increase the risk. Perhaps the battle was overheard by the enemies’ allies or one enemy got away to gather others. Alternately, allies of the heroes can show up when reasonable.  For example the British commander comes to Indy’s aid as he climbs the bridge once the Indian boy-king has had a chance to fetch the British.
  • Props: Having interesting things on the battlefield to interact with gives everyone (the heroes and the foes) more chances to do something interesting.  Perhaps there is a statue–can it be tipped over? Used as a hiding spot? Climbed to gain a better position? See that old well over there… maybe a foe can be thrown down it to his death? Or is it an escape route? A path for reinforcements? See a mine cart rolling through the room… get to it for a faster escape.
  • Scenery: This point overlaps somewhat with “Props.” A pile of rubble can make walking that area difficult.  Foliage can also provide cover or a hiding spot or even a way to ambush from above.
  • Elements: Fire, Water, Earth, Air and Magic can all add to an encounter as well!  A lava pit will mean certain death for nearly anyone who falls into it.  Grappling in water can drown a foe or a large water tower can flood a cavern tunnel.  A support beam strategically targeted can crush and decimate an army. Similarly a cave-in can cause enemies to run out of air. And magic can cause an area to be silent, foggy, hidden or any number of effects!  These are just a few examples of the elements being used as an ally for one side or the other.

Our two examples above are major points in each movie, so you can’t expect or plan to have each of these aspects in every encounter.  But if you don’t have any of the above in a given encounter, look at the list and find at least one to incorporate.  Maybe not every battle can be memorable, but there is rarely a good reason not to include at least a couple of the above encounter aspects such as some rough ground, trees, a bit of furniture, a ledge up above, or the chance that guards in the next room will hear the battle.