Seven Fundamentals to Writing Better Yu-Gi-Oh Duelfics
Ever wanted to write a duelfic just as good or better than canon?
Done right, duels are memorable action scenes.
Done wrong, duels shatter the suspension of disbelief. It’s already a big ask to imagine the world revolving around a card game.
You don’t want the tragedy where your readers yank the scrollbar past your duel, or worse, close your tab. Even the small pool of duelfic readers/writers like me will skip huge chunks of your chapters when the duels sag.
By implementing basic storytelling techniques tailored to dueling, you can hook your readers into following the play-by-play.
High Stakes
Consistent Rules
Sneaks Checked
“Balanced” Gameplay
Foreshadowing Victory
Engaging Description
Dramatic Tension
1. High Stakes
When you advertise your story as a duelfic, your first duel tells readers whether or not what you wrote is worth their time.
If your characters duel without a concrete reason to rip the opponent’s throat, readers already know the outcome:
You lose.
Why? The game is pointless. Who’s dropping whatever they’re doing just to read the equivalent of your characters sipping afternoon tea? If you’re introducing the setting and characters, why can’t you introduce exciting threats?
No reader expects your first duel to decide the fate of the world, but your characters still need to bet.
Characters wager life chips.
If your character loses, they suffer death or suicide-inducing despair.
Is it too much to start with life-and-death? No. Think of the life chip as the culmination of hopes and dreams.
As the story progresses, the stakes will rise, must rise. How? Others will entrust the main characters with their own life chips, and/or the life chips acquire additional meaning. Consider this loose analogy: at the end of a poker tournament, gamblers sit at the final table with stacks built from the chips of others.
Life chips mean different things to different characters. Let’s take the Duelist Kingdom arc.
Yugi’s life chip is the hope to save his grandfather (and later, his own soul)
Joey’s life chip is the hope to win the prize money to fund his sister’s medical operation
Kaiba’s life chip is the hope to save his little brother (and later, his own soul)
You don’t even need your final showdown to revolve around the fate of world; it just has to be one or more things that matter to your characters.
Also, make sure to communicate the stakes, or why the characters accept uneven bets.
If you have the chops, you can also play around with disguising the stakes. As in, your character thinks they’re wagering something small, but it’s actually their life chip. However, your readers still need a vague reason to believe that a defeat will devour the character.
Always make sure the characters stake one or more life chips!
2. Consistent Rules
If you watched the Duelist Kingdom arc and tried to understand the moves everyone made, your head exploded.
Ask yourself: will the clever scheme that your hero invented drive readers crazy?
If I write a magic system that requires a wand, this applies to all. I cannot become a genius and suddenly wave my hands to cast magic.
Demonstrate the rules early, preferably in the first duel, and keep them sacred.
If you must make an exception, establish it early. In that case, the exception becomes a well-defined branch of the rules that the readers can anticipate.
Can the players magically draw the card they need, whenever they want?
If you can establish the when and why, by all means. The readers proceed with the understanding that the players can reach into their deck like a glorified toolbox.
For example, Duel Links has a concept called “skills” that function like a player’s special ability. At the time I wrote this, Yami Yugi’s “Destiny Draw” skill lets the player take any card from their deck once per duel after losing 2000LP (and even if they stacked the top of the deck earlier!).
Card should also have the same, predictable effect. If the card prevents attacks, I doubt the text discusses physical properties or mentions holding things in the air. But you knew that, right?
The rules are the laws of the universe.
3. Sneaks Checked
I love duels. I also love getting what I want.
Why does getting what I want have to be through a duel?
If we talk, maybe we can come to an agreement. If I blackmail you, maybe you’ll give in to my demands. If I shoot you, I can loot your corpse. Give the readers a good reason as to why your characters would bother with the hassle of honest dueling and can’t wiggle from the consequences of losing.
Often, the duel takes place in the context of a tournament. Hopefully, the tournament officials are keeping a good eye on the players and cracking down on cheaters.
However, even that’s not a guarantee. What’s the key concept?
Power.
The competitors have equivalent capacity for coercion (usually violence) or have a neutral referee presiding over the match with the most capacity for coercion (shoutout to gambling manga Usogui).
Anyone who enters a game otherwise has lost before the first move.
In Yu-Gi-Oh, magical and sci-fi enforcement are common. The Shadow Realm can trap the loser in a desolate hell. In a digital world, the loser suffers deletion. Or just have good tournament officials.
Be vigilant when your duel doesn’t call upon these tropes.
Your amoral characters won’t mind blindsiding your other characters, and they won’t mind blindsiding you with a plot hole.
If you’re not careful, the readers will ask you why they played uncharacteristically fair.
4. “Balanced” Gameplay
Duels should be fair and fun…for the villain.
Ostensibly, everyone plays a balanced game, designed to give both sides a sporting chance. In reality, the villain tilts the field to their favor with one or more tricks up their sleeves. Why would your villain ever fight fair?
But that’s fine. We love rooting for the underdog and watching the villain get their comeuppance.
Overpowered ability to let the villain read minds? Deck full of unbalanced cards that makes the villain’s monsters invincible with no drawback? Creator who knows every strategy in the game? Readers will turn the page as they wonder how the hero will prevail.
The more obstacles you can throw in the hero’s way, the better.
Got custom cards? No problem, just follow a couple guidelines. After all, some duelists are more equal than others.
The hero’s deck is full of regular cards that have a cost to use. For every play they want to make, their cards insist that they give up their attack, discard to play, etc.
The villain’s deck is full of rare cards that power up their game for free. So long as you can justify why the card made it to print, the villain can play whatever they want.
For every step your hero takes, the villain gets two.
5. Foreshadowing Victory
How many times have you watched a duel where the protagonist comes up with this never-before-seen card that does exactly what the protagonist needs to clinch the win? In the final showdown, no less? It’s like the writers begged to be called amateurs and idiots.
No other genre tolerates such laziness.
However, readers don’t want an infodump of the characters’ decks. Show the cards in action. To cover the deck, you'll probably need multiple duels.
This also implies you have more freedom in how your character defeats their early opponents in the duelfic.
Does that previous statement contradict what I said about never-before-seen cards clinching the win as the mark of laziness? No, because here’s the rule:
Tolerance for the hero’s new cards decreases as the story progresses.
(Notice that I specify the hero’s new cards; your villains exist to make life harder by inventing unfair tricks.)
When you must include new cards for the hero late in the duelfic, at least find a way to make them first backfire.
Now, some writers have lots of knowledge about the card pool and metagame. Can they assume the readers a priori know the hero has access to any of the available cards in a given archetype?
I’d err on the side of caution and properly foreshadow the cards before they appear late in the duelfic. Not every reader is a walking card database. They have no reason to assume something exists unless you show the card.
Take the tolerance rule into consideration when planning your duels. If you know the awesome combo you want to use for the final turn in the duelfic climax, that’s your cue to scatter the cards into the earlier duels.
Plan the last duel first and your early duels last.
6. Description
Every reader wants a front-row seat to the action.
They’re paying you their time, so make it worth the admission: sleek combatants & budget-busting fights. Kaiba invented Solid Vision technology for a reason, so help readers envision your duels.
Who’s fighting? Describe the point-of-view’s impression of the monsters’ appearances. Red-Eyes Black Dragon should be self-explanatory.
What about a decorated monster like Time Wizard?
You could go into detail about how the red clock humanoid has yellow gears that form epaulets and purple, pointy boots and a green mustache made from clock hands and so on, but such a level of minutiae bogs pacing and invites skimming.
Readers just need to hear about a purple-caped, red clock humanoid with a wand to form an image. Their imaginations can handle the little details.
Paint appearances in broad strokes and one or two brief sentences.
How are the monsters fighting? Duel Monsters is a game where the target takes the aggressor’s attack like a champ. That doesn’t mean you can’t spice it up.
For example, my opponent’s dragon attacks my weaker knight with a fireball. My knight, interested in not dying, raises his shield. Unfortunately, he screams as the flames engulf him.
You wouldn’t just stand still with a straight face if someone armed with a knife lunged for your gut.
A fight scene is a string of action and reaction.
Most people also experience life in more senses than just sight.
A dragon’s fireball is a bright reddish-orange, hot, dries the air, smoky, and explodes with a boom on impact. I never tasted a fireball, and I hope I never do, but that’s still four senses: sight, touch, smell, and sound.
Include multiple sensory details.
Let’s spare a moment to talk about the heads-up display (HUD).
In Yu-Gi-Oh, cards have multiple stats and abilities. You’re free to mention whatever you deem necessary. No set formula exists. On one extreme, you can mention nothing to keep the narrative clean at the risk of confusing the readers. At the other extreme, infodumps about the monster’s abilities provide great detail but wreck the pacing. But there’s a cozy middle.
State only what you need from the card.
If your duels occurred before the era of Synchro, you don’t need details about levels. You can just display the basic stats to determine the stronger monster. If a deck has Pendulum monsters, just mention the scale numbers when they're played as scales. And so on.
You can also make an index of new cards at the end of a chapter.
BONUS TIP! Understanding show, don’t tell.
What is show, don’t tell? At its core, this concept refers to immersing your readers in the senses and feelings instead of exposition. Unfortunately, that definition is a bit vague to execute. After writing for a while, I had my lightbulb moment.
Don’t TELL the readers how to think or force-feed them a conclusion.
SHOW your readers the evidence.
Here’s a written example from Joey vs. Rex in Duelist Kingdom. See if you can spot what makes this prose telling instead of showing.
“Joey watched nervously as Two-Headed King Rex stomped Baby Dragon. He messed up his Baby Dragon-Time Wizard combo!”
You can see two failures: “nervously” and the second sentence.
Adverbs like “nervously” and other “-ly” friends get a bad rep because rookies tend to use them as telling crutches (especially beware adverbs after dialogue tags!). “Nervously” tells me how Joey reacts. But what does “nervously” look like? One character might bite their thumb. Another might fidget in their seat. The adverb in this context lacks nuance.
We also have the second sentence: “He messed up his Baby Dragon-Time Wizard combo!” When you’re explaining the “why” to something, you’re telling. It’s like talking down to your readers.
Contrast with the next example.
“A bead of sweat rolled off Joey’s face as Two-Headed King Rex stomped Baby Dragon. He stared at the Time Wizard in his hand.”
The first sentence shows me Joey’s physical reaction. I see him sweating, so I think he’s nervous.
We also see a second physical reaction: “He stared at the Time Wizard in his hand.” This comes on the heels of the first sentence, and I also have knowledge of when Joey used the Baby Dragon-Time Wizard combo in a prior duel. Combined, I think Joey is ruminating about a missed chance.
Readers are smart; they’ll catch your intention if you show the proof.
7. Dramatic Tension
I bet you know what it's like to draw a bad hand.
Imagine: The hero staggers into the arena, and the villain just needs to win one duel to take over the world. The villain draws a bunch of powerups with no monster, but the hero draws a one-turn-kill combo.
Anticlimactic. The readers throw that duelfic straight into the trash.
Don’t just write real-life duels. “It really happened” doesn’t mean it’s emotionally satisfying.
That’s why we have literary structure.
Success and setback pace together with progressive intensity to maximize dramatic tension and emotional payoff.
I’ll spare the nitty-gritty theory detail, but your duels should look like this on a basic level:
Part 1: Villain’s basic threats. Introduces the villain’s deck and style.
Part 2: Villain’s minor strategy. The villain’s first serious attempt to defeat the hero.
Part 3: Villain’s major strategy. The hero’s reversal! But the villain has worse in store.
Part 4: Hero’s imminent defeat. The hero must break through, or else will instantly lose!
Ideally, you’re also integrating the story itself into the duel; themes and duels synergize to create a stronger effect.
You may notice how the format resembles the three-act structure.
Act I is Part 1
Act II until the Act II midpoint is Part 2
Act II midpoint until Act III is Part 3
Act III is part 4.
I’ll use Yugi/Pharaoh vs. Pegasus in Duelist Kingdom as an example.
Part 1: Mind scan. Pegasus can read minds to counter combos.
Part 2: Toon World. Indestructible, cartoonified monsters attack.
Part 3: Shadow game. Toons destroyed! But playing a shadow game weakens Yugi.
Part 4: Yugi passes out. The Pharaoh must find a new way to stop Pegasus’s mind scan!
Figure out each part of the structure for your duels before writing the turn-by-turn plays.
By the way, modern real-life Yu-Gi-Oh duels don’t suit drama because the rules provide weak constraints to creating strong boards. A good modern deck usually establishes a scary turn one board and jumps straight into Part 4, whereas other card games like Magic: The Gathering and Hearthstone force the powerhouse cards to wait several turns until the player builds the mana to pay costs.
You can still write a good modern duel. Here’s a basic outline of Arc-V’s duel between Sora and Shay. Technically, “tragedy” is the structure of this duel, so I’ll make Shay the “hero” to flip it and keep matters simplified.
Part 1: Basic monsters. These clash before a monster appears from the Extra Deck.
Part 2: Frightfurs. They come one after another to crush Shay’s Raidraptors.
Part 3: Sora’s wrath. Rise Falcon survives! But Sora’s malevolent nature comes to light.
Part 4: Frightfur Chimera. Sora chomps candy and summons his biggest fusion horror!
If following the four parts is too difficult for you, that’s okay. They're just logical extensions of one basic concept. Keep the following in mind, and you’ll never go wrong:
The villain’s subsequent threats become increasingly overwhelming.
Conclusion
Much of writing a duel boils down to storytelling technique.
Let’s tl;dr the main takeaways.
High Stakes: Minimum ante is the life chip, worth a character’s hopes and dreams.
Consistent Rules: Everyone plays by the same logic.
Sneaks Checked: Characters can’t skip the duels with violence and coercion.
“Balanced” Gameplay: Villains enjoy advantages.
Foreshadowing Victory: Readers have a chance to predict the winning combo.
Engaging Description: Immerse senses and invite reactions.
Dramatic Tension: The villain makes progressively stronger threats.
As a duelfic reader/writer, I can gauge a writer's ability by measuring their duels with the fundamentals. Many fan writers struggle; even the canon writers struggle.
But writing a duelfic isn’t rocket science. With practice, minding the fundamentals will become second nature.
And don't forget to tag your story as a duelfic. It's a whole genre in fanfic, so sort it properly and help readers from the future find you.
May the heart of the cards be with you.
…
Want to see in-depth examples of my advice? I rewrote the Orichalcos arc to reimagine its untapped potential without the failures of the canon presentation. You can find it on FFnet and AO3.
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