In the kinds of TWOLD inspirations Marloth has, action largely falls into the following categories:

  1. Combat
  2. Hiding / fleeing
  3. Hurrying toward an event

Combat

The key to designing combat events is having a well designed combat system.

Most action narratives, particularly with visual media, either have a shallow combat system or struggle to communicate the technicalities in the author’s head.

Video games

Video games do an excellent job of systematizing combat.

A successful action video game needs a comprehensively robust combat system.

I would expect video games to have a major impact on action storytelling, yet there has been little discernible influence.