I'm wanting to get some good, broad resources to study up on, for my comic art / graphic novel purposes. Also, for my homebrew table RPG.
I'm looking for something that shows me something like, "X martial art focuses on Y principles, is fast / straightforward / etc., and prefers Z types of techniques like high kicks." Or "Fighting with A type of weapon is found in B medieval period/culture, and used with C style and techniques, because of D." and hopefully some visual examples of such.
I can look up youtube videos and what-not, but what I'm most interested in is the comparison between combat styles, so I can kind of synthesize for myself what it 'comes down to', or what the main principles or strategies are that they play on. If that makes sense.
Can you recommend any good books, video series, or the like that give good general, practical, or summarized information on one or more martial arts / combat in general? If possible, a comparison between them? If nothing else, if I can get good resources to compare, then that's a good start. I'm interested in anything from physical to ranged combat tactics, but mostly physical/medieval weaponry/martial arts.
I could go study and curate and 'translate' all that information myself from various sources, but I'm honestly not as interested in actually learning all these fighting styles (though eventually that'd be cool) as much as learning how they basically mechanically work, how they vary in broad terms, and how to convincingly depict them. And I'm hoping someone has already done some of that work.
If that is too broad of a question, can you refer me to a good resource that you think might be a good, simple start for what I'm looking for? I don't want to spend a whole lot of time, I'm more interested in the application, but I'm more than willing to do some deep studying.
I can fudge my fighting scenes a little, basically make it up or envision it, but it's so much cooler if it's based on how fighting actually works. And it'd be so much more awesome if I can vary peoples' fighting styles realistically.
Edit:: Here's the closest I've found to what I'm looking for on my own.
- I've already included in my game a few distinctions:
- Combat, Tactics, and Support are how I divide combat skills. Combat tries to deal damage/effect, Tactics tries to lock down or gain an advantage, and Support deals with positioning and terrain, flanking, etc. (Also area effects)
- I involve a bit of a 'rock-paper-scissors' type strategy using Aggressive > Defensive > Finessed. But It's not exactly based on realism as much as it's just to add some strategic choice.
- Similarly, I make a distinction between Melee, Armor/Mobility, and Ranged; whose technological advantages are based in Power > Defense > and Range, respectively. (So modern firearm combat is power+range, thus melee/heavy armors are mostly obsolete.)
- Fighting Distances - Grapple, Lock, Strike, and Kick/Reach. So this helps me because it helps me envision what is a fundamental aspect - the distance at which you fight. So Tai Kwon Do tries to stay at reach, while Wing Chun tries to stay in locking range.
- Stances and Strike Types - So one source divided things into 3 stances (High, Middle, and Low Guard) and then into 8 cardinal/compass movement and strike/block directions. I might add a ninth for center strikes. And then he adds Strike vs Counterstrike, Avoidance, Deflection, and Disarms/Grabs.
- Soft versus Hard - Basically how brutal it is, or the amount of force used/idealized. It seems like the closer the range, the softer, but this isn't always the case, so I think it's a separate principle.