Summary: The Duel Plot is one of the most common types of Battle Manga plots, as the majority of stories in a Battle Manga are based around it. In its simplest form, it is two characters dueling against each other, usually for some (to them) high stakes prize.
- A main character
- An Opponent
- Commentators the duel (optional, but useful, see below)
- The main character(s), the situation (place/time), and their abilities are introduced. Any strengths and weaknesses which are relevant to the story will also be introduced here.
- The reasons for the main character to be involved in the duel plot are introduced, usually in the form of their story goal and motivations.
- The main character(s) may (or may not) take an action which triggers the duel while trying to accomplish their goals. (Sometimes they’re just minding their own business when the duel is thrust upon them.)
- An opponent is introduced for the main character(s) to duel against. (They may also be introduced during the Introduction phase, depending on the story.)
- The stakes are introduced.
- The key rules (official or unofficial) that the audience needs to know to understand the competition (and any twists in it) are introduced (or re-introduced if part or a larger series of duels.)
- The reason the main character doesn’t run away is introduced. (Arena Principal in action.)
- The duel will play out in a series of “rounds”, which may be official rounds/turns/phases, or it may be simply a series of back and forth plays built into a single duel. Typically, there will be three rounds to any duel, with a maximum of five rounds depending on the story length. (Any more than five rounds will start to bore the audience.)
- The first round will generally go well for the main character to show that they are capable and to give the audience a sense of hope that they can win.
- In between rounds, there will often be a “break” in the form of timeouts, dialog, flashbacks, commentary, or other cut-aways from the action to balance out the duel’s intense moments with slower and more emotional material. This both acts to inject tension and emotion into the fight while extending it to meet the author’s pacing needs.
- The second round will go against the main character, thus putting everything at risk, and making things even again. Usually the opponent will also display overwhelming and unexpected power/ability at this point, making the main character’s victory look highly unlikely.
- There will often also be an additional twist at this point, which might be an unexpected upping of the stakes, or the main character(s) developing a weakness that will make things even more difficult. (Equipment starts to fail, weapons run low on ammo, the main character’s loved one is revealed to be held hostage, focus/concentration is lost, extra penalties come into play, etc.) This is often the result of something the main character did during the Introduction or Development phase coming back to haunt them, but not always, it can be pure Murphy’s Law or sabotage coming into effect for drama’s sake.
- In the final round, the main character will gather all of their cleverness, courage, skill, or strength and find a way to win despite the odds. This will usually be accomplished in the most dramatic way possible, and will normally involve a display of cleverness or a surprise sacrifice on their part to achieve the greater goal. If possible, this ending should be set up or foreshadowed in some subtle way during the Introduction or Development phases.
- The main character will receive the rewards that come with victory, while the Opponent will pay for any underhanded or treacherous means they used during the competition.
- This plot is more commonly used in the short form version of Battle Manga. Longer form versions will use a proper Battle Manga structure as described in Write! Shonen Manga, but will have similar characteristics.
- You can do a longer-form version of this plot where there are multiple duels happening simultaneously in different or similar locations and the action jumps between them, thus extending the fight.
- There is variant of this plot where the main character loses the first round, makes a comeback in the second round, and then the additional twist at the end of the second round ups the stakes as the duel plunges into the final round. In this case, the Opponent will generally have the upper hand for the first part of the third round, and then the main character will pull the fat from the fire at the end to win.
- There is another variation of this plot where the first third is told from the main character’s point of view, the second third is from the opponent’s point of view, and the last third is told from the main character’s point of view again. (See the manga/light novel Kaguya Wants to be Confessed To – The Geniuses’ War of Love and Brains for a brilliant version of this in action.) This version is useful for creating purely dramatic battles which largely take place internally as opposed to externally.
- There are often other characters present to serve the role of Commentators- people who are commenting on the duel as it happens. These Commentators can be allies, enemies, or neutral third parties, but they serve three important and useful purposes. First, they act as a dialog based way to convey information about the events unfolding to the audience (extremely useful in visual mediums like comics and film). They can inform the audience about rules, background information, and anything else the writer needs the readers to know. Second, their reactions act as emotional cues for the audience, making the duel feel more exciting and letting the audience know how they should be feeling about what’s occurring. (Hopeful, worried, scared, shocked, etc. The audience will feel what the Commentators tell them to feel in their reactions.) And third, Commentators can help to control pacing, as every time we cut away to the Commentators it slows the action down and makes the audience wait to find out what happens next, building dramatic tension. (Or relieving dramatic tension if things get too intense, with a little comic relief!) See the short YouTube video titled “What if UNO was an Anime” to see an almost perfect use of Commentators in action doing all three roles.
- The Opponent can also act as a commentator, and so can the main character. This is often done in the form of internal monologues and used to add commentary to a one on one fight with no-one else present.
- In duels which are heavily rules based, and the rules will be part of the plot, there will often be a judge or referee. They will normally act to make sure the rules are enforced, but can also be acting against the main character in support of their opponent in the case of corrupt judges or biased ones. To maintain the judge’s appearance of neutrality, they will often not be Commentators on the duel unless things get so dramatic even they can’t help it.
- In order to heighten the tension of a duel plot, the presenter often relies on extreme visuals and reactions from the characters to make the audience more excited as the story goes on. This can easily fall into self-parody levels if they overdo it, but how much the creator can push it will depend on the style and tone of the story and art. (More cartoonish stories allow for more extreme expressions of emotion.)
- The “God of The Duel Plot” is Hirohiko Araki, the creator of the manga Jojo’s Bizarre Adventure, and the classic Stardust Crusaders arc of that series is a collection of non-stop variants of the duel plot in action that has yet to be beaten. However, almost all Battle Manga lean heavily on duel plots and you can find them everywhere in manga and anime.
For more on writing manga and anime plots, see my book Write! Shonen Manga. Available on Amazon and wherever online books are sold!