Here at the frontier, the leaves fall like rain. Although my neighbors are all barbarians, and you, you are a thousand miles away, there are still two cups at my table.


Ten thousand flowers in spring, the moon in autumn, a cool breeze in summer, snow in winter. If your mind isn't clouded by unnecessary things, this is the best season of your life.

~ Wu-men ~


Monday, November 18, 2024

Designing a Martial Art


Over at The Budo Journeyman, there is an interesting thought experiment. Based on what you know now and what you have experienced, if you were to design a new martial art from the ground up, what would it look like?

Below is an excerpt. The full post may be read here.

If you were to design a perfect martial arts system from scratch, how would you do it?

I know this sounds like a complete heresy, but just bear with me on this, consider it as a kind of wild hypothetical musing, an out-of-the-box riffing on a theme.

Why I think this might be worth having a go at:

·       It might just prompt a total reframing of what we think the martial arts are, and what we think they might be.

·       It’s possible that it could cast light on where engaging in martial arts training might fit into modern society.

·       It could help us to project backwards and perhaps encourage us to find a new angle to look objectively at what we are doing now (as practising martial artists operating within our own systems) and what we used to do.

This line of thought came out of some challenging and really interesting conversations I have had in the past with martial artists who like to compare systems.

Starting with the basics – Define your terms.

I am going to come at this through the lens of design. How would a designer approach this problem?

Designers would typically start out with a ‘brief’; a condensed description of just what problem needs to be addressed.

Before I get into specifics; here is the first point:

There are different ways of defining ‘martial arts’, in this case I am definitely talking about ‘unarmed combat’.

For successful design, what is it that you want to achieve? What would be the perfect outcome?

Without getting too descriptive, here are a series of possible characteristics that might be desirable:

1.       Whatever happens it must bring about an instant effect (prolonged engagements will up the risk factor considerably).

2.       There must be a minimal energy output. Energy expense in fighting can be incredibly costly and incurs further risks.

3.       It should not announce its presence (unless it is tactically advantageous).

4.       Whatever is done you should not inflict damage on yourself to achieve your end. This includes damage accumulated during training and preparation.

5.       There should be a zero continuation of threat (even from a downed opponent or their confederates).

6.       There should be a capacity to de-stress, decompress, debrief and detach after an encounter. This is important because of the potential for psychological trauma (anyone who has ever been in a violent encounter will know this). Without this programmed in, your ‘shelf-life’ becomes somewhat limited; like a gun with only the capacity to fire one bullet.

 

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