Trope Talk: Powerhouses

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Did you watch the trope talk on powerhouses?

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👍︎︎ 8 👤︎︎ u/valin-Dana 📅︎︎ Apr 23 2021 đź—«︎ replies

What if the powerhouses were the power of friendship we made all along?

👍︎︎ 2 👤︎︎ u/blutiggy 📅︎︎ Apr 24 2021 đź—«︎ replies
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This video was sponsored by world anvil! And now that they're here, I've got a feeling everything's gonna work out fine. Everyone loves a leader. A heroic bastion of morals, a charismatic master planner, a naive but determined everyman - whatever their personality, the leader oozes heroism. And everyone loves a lancer! Edgy and isolated, jaded by the world, the central focus of a high caliber of emotionally loaded character arcs. And while these two usually take top billing in the five man band, the heart and the smart guy are fairly well-respected as well - holding the team together through compassion, emotional intelligence and a strong moral compass, putting together cunning plans and unraveling mysteries. Everyone plays a part, and everyone is appreciated. But sometimes… the Big Guy is left waiting in the wings. Those stalwart, unappreciated pillars of fiction whose defining characteristics are Big and Strong are frequently regarded as little more than comic relief, if they’re even regarded at all. But I’d like to propose that the Big Guy is more than just big. Today, let’s examine a trope that encapsulates the Big Guy but reframes them to highlight their actual narrative role. Today, let’s talk about the Powerhouse. Now the powerhouse is a character archetype, but it might be more helpful to think of them as a narrative role - a character who’s defined by what they can do more than who they are. The Powerhouse’s job in the plot is simple: they strengthen the heroes. They can hit harder, tank more damage, smuggle in a hilariously improbable arsenal of weapons, hold off the army of minions while the hero runs off to advance the plot. The narrative role of the powerhouse is to be powerful enough to do the heavy lifting the heroes need to do. Essentially, they’re in a weight class of their own, and their presence elevates the rest of the team to a higher level. The Powerhouse’s appearance is often used as a narrative signal that it’s gonna be all right, guys - the cavalry has arrived. Now the powerhouse archetype is technically not always found in a team, although that’s mostly what we’re going to be focusing on today. Some powerhouses run solo, and have heavy overlap with the Loner archetype, usually being incredibly competent and capable of solving problems with heavy hitting but typically encountering problems that can’t just be solved by hitting things very hard. Essentially, solo powerhouses act as their own cavalry when they can get serious and play to their strengths. But powerhouses are more interesting in teams, so let’s stick with that for now. Now, before we continue, we should probably lay out what exactly defines a powerhouse. In a typical Five-Man Band, the Powerhouse is generally the Big Guy, and that role isn’t limited to five-man bands - duos, trios, and squads of any number can have a designated Large Character whose role it is to hit hard and tank damage. But the Powerhouse is a little more complicated than that. For one thing, the powerhouse isn’t always the biggest or strongest character on the team. Maybe another character is stronger, but they’re less reliable in a combat context - maybe they’ve got a volatile personality, or they’ve got qualms against fighting, or some kind of extremely exploitable weakness keeping them down. For the powerhouse to be a supporting pillar of the team, reliability is more important than raw strength, so the most consistently effective fighter is usually the team powerhouse. For instance, in The Avengers, I’d classify Thor as the team powerhouse, despite The Hulk being the strongest by definition. Hulk’s charming personality and tendency to get brainwashed, manipulated or otherwise weaponized by the bad guys makes him rather unreliable from a narrative standpoint, whereas Thor showing up is consistently regarded as a gamechanger because he can be relied on to help. Another powerhouse hallmark is simplicity for a similar reason. There are plenty of heavy hitters in fiction that have extremely complex movesets built on special secret techniques or dangerous forbidden powers or a swiss army knife of assorted wacky skills, but the Powerhouse is simple in the same way a hammer is simple - strong, well-balanced, and good at hitting things. A complex powerset can contribute to that unreliability I mentioned - the hero might struggle to pick the right tool for the job, but the powerhouse will just hit the problem until it stops being a problem. The powerhouse can usually be identified as the member of the team with the simplest approach to combat. Take Avatar, for instance - and check it off your Trope Talk bingo cards while you’re at it: Sokka is a skilled fighter trained in several weapons, Katara uses her environment creatively to outmaneuver the enemy, Aang usually relies on his mobility to outwit and escape rather than fighting directly - and Toph hits things with rocks. Simple, reliable, effective. That’s not to say powerhouses can’t be skilled or tactically-minded. Lots of powerhouses rely less on strength than on being really, really good at what they do. Again, reliability is the most important part - a highly trained, very knowledgeable and skilled fighter is typically more reliable than the Hulk-style super-strong loose cannon type. But even this more complex character is simple on paper: They diagnose the problem and hit it with the solution. It doesn’t always work, but that’s not really the point. The simplicity is the point. Here are some other signs that a character might be the powerhouse of the group! It’s consistently their job to hold back the army of minions while the hero and/or lancer go off and deal with the actually important bad guys with, like, names and backstories and stuff. Their combination of power and simplicity makes them well-equipped to deal with a bunch of generic mooks while the more complicated characters handle the central plot. In a similar vein, it’s consistently their job to take the kind of hit that’d put the rest of the team out of commission so their allies can keep going and deal with the real threat. In both of these cases, the powerhouse singlehandedly takes on something that’d be too much for the rest of the group, or at least very inconvenient, so the more specialized tactical fighters can move on and deal with the core plot stuff. Sometimes this can actually escalate to a full-on Heroic Sacrifice if the powerhouse isn’t guaranteed to survive whatever cool badass thing they’re doing, but in more chill cases it just takes them out of the fight. If the characters are ever in one of those situations where they have to give up all their weapons before going in somewhere, the powerhouse will EITHER be the character with one cartoonishly heavy weapon everyone else has trouble lifting, OR the character with a ridiculously implausible number of weapons hidden on their person that takes a really long time to disarm, and somehow they’ll still have more knives on them when the plot get real later. The alternative is this is the character who has NO weapons on them. Watch out for this one. If the heroes are ever in a really bad situation where the arrival of one character heralds a complete reversal and the narrative shifts from a dire, potentially hopeless situation to a proper fight with an optimistic outlook - that one character is usually the powerhouse. Again, the cavalry. This isn’t always true, because there's a stock episode where the whole moral is “oh we need teamwork and if we’re not all here we’re kinda screwed” and then whatever missing character shows up gets that treatment, but broadly if the fight is functionally all over except for the cleanup after the character shows up, that character is typically the powerhouse. If the character is regularly hit first in combat to signify that the threat of the week is really serious, you guys - that character is the powerhouse, because the narrative acknowledges that taking them out is more impressive than taking out any other character. But more importantly, this is also the main narrative problem faced by powerhouses. I colloquially refer to this problem as Punching Superman Through A Wall Syndrome, but it’s more commonly known as The Worf Effect, named for the character Worf in Star Trek: The Next Generation. Worf is a klingon, classic Proud Warrior Race guy and head of security, so it’s basically his job to fight stuff. Unfortunately, Star Trek as a franchise is pretty lacking in hand-to-hand combat - most episodes are more like mysteries where problems are solved through clever strategy, uncovering weird secrets, existential pondering on the nature of life, the universe and everything, and the occasional negative space wedgie. And on the rare occasions that there is combat, it’s ship combat, with phasers and shields and stuff - no punches needed. This means that Worf doesn’t really have a lot to do on an average day, and pretty much the only time combat becomes an issue is when the threat of the week bitchslaps Worf into a wall to establish that, bad news, everybody, brute strength won’t be able to solve this problem! This unfortunately produces a character whose combat expertise is pretty much entirely tell-don’t-show, and instead of it being a big thing when he gets gently karate-chopped into the nearest console, it’s more of a token story beat to inform the audience that this episode’s gonna take a while to get anywhere. And despite the trope being named for him, Worf is far from the only victim of the Worf Effect. As soon as a character is designated as The Tough One, The Strongest Character, or - broadly - The Powerhouse, it becomes incredibly easy for the writer to amp up a threat of the week by having them take them out first. On paper, it should work! If this bad guy took out The Tough One, that must mean they’re really tough! But there’s two problems with this. First, the powerhouse needs to be established as actually powerful - it can’t just be lip service. We need to consistently see this character be strong, powerful, competent and reliable in all those things to really get the sense that this is a character we can trust to be badass. If that gets properly established, then the first time that character gets fully smacked around by some new and unknown threat, the audience recognizes that this is a very unusual situation and thus this threat should probably be taken seriously. But that’s not the only issue. Establishing the character is all well and good, but the problem is if this becomes a regular occurrence. It doesn’t matter how tough the character used to be if from that point forward their only role is getting smacked into stuff so all the other characters can be like “oh no! not the strong guy!” The powerhouse getting taken out should be a big thing, but since it’s also the easiest way to establish a credible threat, it often ends up getting wildly overused, to the detriment of both the bad guys and the powerhouse. Worf may be the trope namer, but Superman is one of the easiest examples to cite. In the earlier seasons of justice league, pretty much every jobber villain of the week got in at least one good hit on the man of steel himself, consistently smacking him through the nearest wall and out of the fight for a hot minute while the rest of the characters got to tool around for a while until Superman pulled himself out of the pile of rubble that, practically speaking, he shouldn’t have even noticed. This is because it is very difficult to write a story with a lot of high-stakes combat when one of your heroes is ridiculously strong and pretty much impervious to all harm. Now, this gets some retroactive explanations later on - the main one is that Superman is holding back all the time forever. In his classic World Of Cardboard speech, Superman clearly and concisely explains to Darkseid how hard it is for him to live in such a fragile world, always taking incredible care to not hurt anyone too badly - which conveniently explains why he’s constantly being batted around by d-list bad guys, because for him, whacking them hard enough to take them out of commission without killing or maiming them is a razor-thin line, and it’s a different line for every bad guy. But Darkseid is ridiculously powerful, which means Superman can actually fight him without holding back. And it’s really cool for all of thirty seconds before Darkseid zaps him with a magic box that puts him out of commission for the rest of the fight. Ahhhh, sorry Clark, better luck next time. Great speech, though! So how do you avoid the Worf Effect without making the Powerhouse the defacto solution to every problem? Well, there’s a lot of ways to handle it. For one thing, the powerhouse’s narrative role could be summed up as “strong enough to handle stuff the others might not be able to”, but while that’s very useful in a lot of contexts, very few situations are just conflicts of strength. There’s almost always other factors - for instance, something as simple as a character with a no-killing policy already helps explain why a fight might be a challenge even if they’re physically tough enough to take the other guy out - doing it nonlethally might be more complicated. Or maybe the primary threat is a basic strong bad guy everyone has to overpower, but there’s a secondary threat the powerhouse might be occupied with - the aforementioned “holding off an army of minions” thing is a pretty common angle for this, or maybe there’s an environmental problem the powerhouse has to go help out with, like an entire city falling out of the sky. The powerhouse might be able to handle either situation individually, but they can’t be everywhere at once. And a lot of conflicts really aren’t about physical strength at all. In those contexts, the powerhouse’s primary skillset might not see much use - but they also don’t get Worf Effected as often, because there’s no need for the narrative to establish the new threat as a physical problem, because strength isn’t actually the issue. For a really good example of this that requires some explanation, I recently got really into a show called Leverage. If you haven’t watched it, I highly recommend it. It’s got an ensemble cast with amazing chemistry, plenty of found family vibes if that’s your jam - and a “heist of the week” format where the main characters take on various corrupt and powerful people who’ve done bad things and faced no consequences, they run a con on them and end up taking them down while getting justice and payback for the people the bad guys have hurt. Kind of a modern Rovin Hood situation. The core narrative loop is basically a crack team of people who are very good at what they do coming up with a complex plan to scam the bad guy, executing said plan, dealing with a few minor hiccups along the way before eventually taking them down and getting justice for their victims. Most of the bad guys are rich and powerful and largely untouchable through legal avenues - it’s not exactly a hittable problem most of the time. Even if they’re relatively physically vulnerable, hurting them wouldn’t disassemble their empire or expose their immoral actions to the world, and killing them isn’t on the table, because morals. But despite this largely nonphysical setup, the team has a designated powerhouse. Alongside a mastermind planner, a grifter con artist, a cat burglar and a hacker is Eliot Spencer, the dude whose role in the team is literally described as “hitter.” Amusingly, in the very first episode, one of the crew is constantly wondering what it is this guy even does, cuz he basically doesn't do anything until partway through the heist - when he has to punch some people. It's - it's great. Watch this show. Despite actually being shorter than most of the cast, he is unquestionably the team big guy and powerhouse, and he pretty much never loses a fight in the show. The only time he actually meets his physical match in a fight and gets worried he might lose, they end up making out, so it’s not really an issue. He never gets worfed, because the story doesn’t need to worf him, because the real problem can never be solved by him hitting it harder. They never need to establish that a problem of the week is too strong for him to hit, because most of the problems can’t be hit at all. Instead in most episodes the bad guy has a couple bodyguards or hired goons or something so Eliot can get in a token fight scene, and he spends most of the rest of the episode either grifting, breaking into places, or squabbling with the hacker like they’ve been married for fifteen years. Now obviously there are a few more serious episodes, like season finales, where they have to establish that things are actually very high-stakes and dangerous - and, astoundingly, these episodes don’t worf him either! In the first season finale a heist goes very wrong and basically every member of the team is individually ambushed by bad guys, including Eliot, who gets a couple ribs broken in the first part of the fight, which is the most injured we've ever seen him at this point. We cut away to the rest of the team getting outmaneuvered and captured by the baddies, and it keeps cutting back to Eliot - not going down. In the end, the bad guys don’t even get him - he just kicks the crap out of the dude and keeps moving. That’s not to say he's indestructible or he never gets knocked down - he does, sometimes very hard - he just always eventually gets back up again and kicks the crap out of whatever took him out. Eliot is also kind of pulling a Superman thing, where he’s holding back for basically the whole show. His thing is that he doesn’t like guns. He has a tendency to break them whenever other people use them, and he mostly takes people out with his bare hands or improvised weaponry. But that’s not because he can’t use guns. I don’t wanna spoil, but it’s kind of a big deal if he ever does pick up a gun and doesn't immediately break it, because he’s already terrifying enough without them, and his vaguely-defined but clearly very dark backstory involves killing an awful lot of people. If the solution to the problem was just killing people, Eliot could do it, although he wouldn’t like it - it just almost never is the solution. He never gets worfed, because the story overall isn’t solvable just by being a strong, tough badass powerhouse, so he gets to stay that way throughout the entire show.. I mean, if you want a masterclass on avoiding the worf effect, just - just watch that show and see how THEY do it. And really, just watch it anyway. Give me someone to talk to about this show! So the worf effect is an attempt to establish that a character who seems like they should be able to quickly and single-handedly solve the current problem actually can’t so the more complicated plot can happen instead, which means if the story doesn’t inadvertently make it seem like one of the characters could fix everything, the worf effect isn’t necessary. The story needs to be well-balanced enough to keep any one character from seeming overpowered or story-breaking by not always playing to the same set of strengths. Strength is relative and situational, and the powerhouse’s strength is… strength. Very useful in the limited space of uncomplicated combat situations, and outside of that very specific narrative role, the powerhouse is free to have a lot of character. Or not. Many team powerhouses are almost nonentities outside of the combat stuff, with maybe a couple token character quirks like a penchant for food or… no, actually, usually it’s just food. But plenty of powerhouses have a ton of personality, and there’s almost no restrictions on that personality, because as long as they can fulfill their narrative role of punching at a higher weight class than almost anyone else, they can be anyone. Serious, silly, imposing, tiny, dark and troubled past or sunshine personified. The only guaranteed trait… is they will probably be my favorite character. So yeah! And thanks again to World Anvil for sponsoring this video! As you may know, World Anvil is a browser-based worldbuilding software designed for writers, gamers and other worldbuilders with the goal of making it simple and easy to keep track of all the cool stuff they’ve been writing into their world. It’s got plot and story timelines, custom wikis for major characters and events, interactive worldmaps, family trees to help keep those characters straight, and even a fully customizable calendar that lets you define your own holidays, lunar cycles and more. Plus, thanks to the writer’s update, they’ve also got a built-in word processor with a scrivener-like layout, so you can write your story with immediate access to all your worldbuilding notes, no jumping around necessary. Very useful for keeping track of all the plot beats, so you can make sure you’re spacing out the Extra Dramatic Fight Scenes so you’re not subjecting your team powerhouse to the worf effect by slapping them through a wall every chapter. Check out the link in the description for more details, and if you want all the extra bells and whistles, you can get 20% off a master or grandmaster membership with the promo code OVERLYSARCASTIC!
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Channel: Overly Sarcastic Productions
Views: 466,465
Rating: 4.9875078 out of 5
Keywords: Funny, Summary, OSP, Overly Sarcastic Productions, Analysis, Literary Analysis, Myths, Legends, Classics, Literature, Stories, Storytelling, History, Mythology, trope talk, powerhouses, the powerhouse, the big guy, five-man band, leverage, superman, justice league
Id: 0N2IiV6VMqU
Channel Id: undefined
Length: 15min 18sec (918 seconds)
Published: Fri Apr 23 2021
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