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How to Write Horse Riding Without Sounding Like You've Never Ridden

Realistic gaits, tack, care, and the physical reality of horseback riding for writers

By Chandler Supple13 min read
Write Your Riding Scene

AI helps you craft authentic horseback riding scenes with correct gaits, realistic horse behavior, proper tack, and physical details

Your character needs to ride a horse. You write "she galloped across the plains for hours" and move on. Except horses can't gallop for hours. Galloping is a sprint that lasts minutes before the horse is exhausted.

Or you write "he kicked the horse into a run" and an equestrian reader rolls their eyes. You don't kick horses into runs. You use leg pressure and verbal cues, and there's specific terminology for different speeds.

If you've never ridden a horse, writing riding scenes feels like faking expertise you don't have. What does trotting versus cantering feel like? How long can horses actually run? What's the difference between saddle types? How do you make a horse turn or stop?

Understanding basic horse realism makes your riding scenes believable to readers who know horses, while giving non-equestrian readers authentic sensory grounding. You don't need to be a horse expert, but you need to get the fundamentals right or risk breaking immersion for anyone who's actually spent time around horses.

The Four Gaits: What They Actually Are

Horses move at different speeds with different motions. Using correct terminology and understanding what each gait feels like grounds your writing.

Walk

**Speed**: 3-4 mph. About human walking pace.

**Motion**: Four-beat gait. Smooth, rocking. Comfortable for rider and horse.

**Sustainability**: Can walk for hours. This is default travel pace.

**When to use**: Resting horse while still covering ground, easy conversation while riding, rough terrain, careful approach.

**How it feels**: Gentle rocking motion. Easy to stay in saddle. Can relax somewhat. Boring for long periods but not physically demanding.

**Description**: "The horse walked steadily, hooves clopping rhythmically on the packed dirt road."

Trot

**Speed**: 8-10 mph. Twice walking speed.

**Motion**: Two-beat gait. Bouncy, jarring. Horse's legs move in diagonal pairs creating up-down motion.

**Sustainability**: Hard on rider. Can trot for 30-60 minutes with breaks, not hours continuously.

**When to use**: Covering ground faster than walk without exhausting horse. Short bursts between walking.

**How it feels**: BOUNCY. Painful if you don't know how to post (rise in saddle with motion). Teeth chatter. Backside gets pounded. Thighs ache from gripping.

**Description**: "They trotted, the jarring rhythm making conversation impossible. She gritted her teeth and tried to move with the horse's motion."

Canter

**Speed**: 12-15 mph. Faster than trot but more comfortable.

**Motion**: Three-beat gait. Rocking horse motion. Smoother than trot.

**Sustainability**: Can canter for 10-20 minutes before horse needs walking break. Not sustainable for hours.

**When to use**: Moving faster without exhausting horse. Battle charges (before full gallop). Moderate urgency.

**How it feels**: Rolling, rocking motion. Much more comfortable than trot. Requires balance and rhythm with horse. Wind in face, mane flying, exhilarating.

**Description**: "The horse shifted into a canter, the smooth rocking rhythm carrying them faster. She leaned forward slightly, moving with the motion."

Gallop

**Speed**: 25-30 mph for regular horse. Quarter horses sprint at 35+ mph.

**Motion**: Four-beat gait. Horse's legs fully extend, moment of suspension. Powerful, fast.

**Sustainability**: Sprint only. A few minutes maximum. Then horse must slow to canter or walk. Cannot gallop for miles. Horse will literally collapse from exhaustion.

**When to use**: Emergency, escape, charge, short desperate burst of speed. Never extended travel.

**How it feels**: Terrifying and exhilarating. Speed is extreme. Must stay low and balanced or risk falling. Wind roaring, everything blurring, horse breathing hard beneath you.

**Description**: "The horse galloped flat-out, ground disappearing beneath pounding hooves. She crouched low over the neck, mane whipping her face, each stride jarring through her body."

Writing chase or travel scenes?

River's AI helps you craft realistic horseback riding sequences with correct gaits, authentic physical sensations, and horses that behave like real animals.

Write Riding Scene

Tack and Equipment Basics

Equipment matters. Different gear for different purposes. Getting terminology right helps authenticity.

Saddles

**English saddle**: Lighter, smaller, designed for precision riding. Shows horses's shape. Used for: jumping, dressage, general riding. Shorter stirrups, closer contact with horse.

**Western saddle**: Heavier, larger, horn in front. Designed for long days working cattle. More comfortable for extended riding. Longer stirrups, deeper seat. This is what you picture in westerns.

**War saddle/medieval**: High pommel and cantle for security in combat. Keeps rider locked in during fighting. Heavier, armored versions exist.

**Bareback**: No saddle at all. Requires excellent balance. Less comfortable for long rides. More intimate connection with horse. Common for short rides or emergency.

Choose saddle type based on setting and purpose. Medieval fantasy probably uses war saddles. Western setting uses western saddles. Modern could be either.

Bridles and Bits

**Bridle**: Leather straps around horse's head holding bit in mouth. Reins attach to bit. This is how you steer and signal horse.

**Bit**: Metal piece in horse's mouth. Pulling reins creates pressure on bars of mouth (sensitive area). Horse responds to pressure by slowing, stopping, or turning.

**Different bit types**: Snaffle (mild, jointed), curb (leverage, stronger), hackamore (no bit, nose pressure). Harsher bits in inexperienced hands can hurt horse.

**Reins**: Hold reins in hands. Pull gently to signal. Constant harsh pulling makes horse uncomfortable and resistant.

Other Gear

**Stirrups**: Hang from saddle, put feet in. Provide stability and let you rise out of saddle. Essential for balance at faster gaits.

**Girth/cinch**: Strap under horse's belly holding saddle on. Must be tight enough saddle won't slip, not so tight it's uncomfortable. Check periodically during long rides (might loosen).

**Saddle blanket/pad**: Under saddle to prevent rubbing. Gets sweaty. Horse's back can get sore if pad shifts or saddle doesn't fit right.

**Saddlebags**: Carried on horse for supplies. Add weight. Too much weight exhausts horse faster.

You don't need to describe all this gear every time. But knowing it exists and mentioning it occasionally grounds the reality.

What Breaks Immersion for Horse People

These are common mistakes that make equestrians cringe.

Galloping for Hours

"They galloped all day, covering 60 miles." No. Galloping is short sprint. For extended travel, alternate walking and trotting with occasional canter. Galloping is minutes, not hours.

Fix: "They rode hard, cantering when terrain allowed, walking to rest the horses, covering 40 miles by day's end."

Rearing Up Constantly

Horse rears dramatically every time rider wants to look cool. Rearing is not normal horse behavior. It's hard on horse, requires training or distress. Shouldn't happen casually.

Rearing occurs when: horse is startled/scared, being forced to do something they don't want, has been trained to rear on cue (circus, film horses), or has behavioral problem. Not default impressive gesture.

Fix: Have horse prance, toss head, or just stand impressively. Save rearing for specific meaningful moments.

Horses as Vehicles

Horse does exactly what rider wants instantly, never tired, never needs water or food, no personality. Basically a motorcycle with legs.

Fix: Horses are animals with needs and opinions. They get tired, sweaty, thirsty. They spook at things. They like some riders more than others. Show this.

Kicking Horse to Make It Go

"He kicked the horse hard in the ribs." Makes rider sound abusive and horse would probably react badly.

Fix: Use leg pressure, squeeze with calves, verbal cue ("yah!" or clucking). Gentle pressure first, stronger if horse doesn't respond. Kicks are last resort with badly trained horse or emergency.

Perfect Control in Combat

Rider fighting from horseback while horse stands perfectly still or moves exactly as needed without guidance. Horses aren't that obedient, especially in chaos of battle.

Fix: War horses are trained but still animals. They react to noise, smell blood, get frightened. Controlling horse in combat is separate skill from fighting. Show rider managing horse while fighting.

Mounting and Dismounting

Getting on and off horses matters, especially for skill level indication.

Mounting from Ground

Standard mount: face horse's side, put left foot in stirrup, grab saddle (pommel and cantle), push off right leg while pulling up with arms, swing right leg over horse's back, settle into saddle. Find right stirrup with foot.

**Experienced rider**: Does this smoothly in one fluid motion. Barely thinks about it.

**Novice**: Awkward, might bounce attempting to get up, needs several tries, struggles to swing leg over. Horse might sidestep. Ungraceful.

**From mounting block**: Easier. Step onto raised platform, less height to climb. Common in historical settings and for shorter riders or tall horses.

**Someone helping**: Give rider leg up. Cup hands, rider puts foot in, boost them up. Shows inexperience or exhaustion.

Mounting from Running Start

Movie move: running alongside horse, grabbing saddle, swinging up while horse is moving. Extremely difficult. Requires strength, timing, and experience. Most people can't do this.

If your character does this, they're showing exceptional skill and athleticism. Don't make novices do it.

Dismounting

Remove feet from stirrups, swing right leg over horse's back, slide down left side to ground. Lands with bend in knees to absorb impact.

**After long ride**: Legs are stiff, wobbly. Might nearly fall when hitting ground. Need moment to get steady. This is realistic - show it.

**Emergency dismount**: Jump off while horse is moving. Risk of injury. Roll when hitting ground. Only in dire situations.

Physical Reality of Riding

Riding isn't effortless. Show the physical toll on characters to make scenes realistic.

Muscle Strain and Soreness

**Thighs**: Primary grip comes from thighs squeezing horse's sides. After hours of riding, thighs burn and ache intensely. Inner thighs especially - muscles not used in daily life. Experienced riders have built endurance but still feel it on very long days.

**Backside**: Sitting in saddle for hours pounds your tailbone and sit bones. Trotting especially brutal - bouncing impact with each stride. Chafing from saddle leather against pants. By end of long ride, standing up is relief even though legs hurt.

**Core and back**: Constant balance adjustments engage core. Back muscles tire from sitting upright and moving with horse. After 6-8 hours riding, everything aches.

**First-time riders**: Catastrophically sore next day. Can barely walk. Thighs scream. Backside bruised-feeling. Might need to walk bowlegged. Takes days to recover. This is hilarious if played for comedy, realistic character detail if played straight. Don't have inexperienced character ride all day then walk normally.

**Long-distance riders**: Build calluses (literally and figuratively). Still get sore on week-long journeys but recover overnight. Used to discomfort. Know how to shift weight and stretch in saddle to minimize pain.

Balance and Coordination

Staying on horse requires constant micro-adjustments. Weight shifts with horse's movement. If you're rigid or unbalanced, you bounce around painfully or fall off.

**Moving with horse**: Experienced riders move with the motion instinctively. Novices fight it, get thrown around, exhaust themselves trying to stay on.

**At faster gaits**: Must lean forward (gallop/canter) or rise in stirrups (posting while trotting). This requires coordination, strength, timing. Novice riders can't do this well - they hang on desperately and get beaten up by the motion.

**Over rough terrain**: Even experienced riders work hard. Absorbing impacts, shifting balance as horse navigates obstacles. Concentration needed. Tiring mentally and physically.

Weather and Environment

**Heat**: Riding in summer is hot, sweaty work. Horse sweats, so does rider. Dust from road coats everything. Sun beats down. Need water for both horse and rider. Can't push as hard in extreme heat.

**Cold**: Hands freeze holding reins. Face numb from wind. Harder to grip with thick gloves. Horse's breath and your breath steam in cold air.

**Rain**: Miserable. Saddle gets slippery. Reins slick in wet hands. Everything muddy. Horse's footing less secure. Rider soaked and cold. Vision impaired by rain. Pace must slow for safety.

Show environmental effects on riding experience. It's not just mechanical motion - weather changes everything.

Horse Care

Horses need attention. Show this occasionally.

**Water**: Drink 5-10 gallons per day. After riding, must cool down before drinking heavily (or risk colic). Stop at streams on journeys.

**Food**: Graze when possible. Need grain supplement for hard travel. 15-20 pounds of food daily.

**Rest**: Can't ride continuously without breaks. Need walking periods even during urgent travel.

**Grooming**: Brush down after riding. Check hooves for stones. Remove tack to let coat breathe.

**Sweat**: Horses sweat heavily during exercise. Must walk to cool down gradually, not just stop immediately.

Mention these details occasionally to show character knows horse care and horses are living creatures needing maintenance.

Horse Behavior and Personality

Horses aren't vehicles. They're animals with personalities, moods, and opinions. Show this to make them feel real.

Spooking and Startling

Horses are prey animals. They spook at unexpected things. Shadow moves wrong, sudden noise, unfamiliar object - horse shies, jumps sideways, stops abruptly, or tries to run.

**Novice rider**: Gets thrown or barely hangs on. Panics when horse spooks.

**Experienced rider**: Expects it, stays balanced, calms horse with voice and hands, maintains control.

Warhorse are trained not to spook at battle noise, but even they have limits. Horse in full-scale battle with blood, screaming, fire - that's terrifying for animal. Controlling frightened horse while fighting is extremely difficult.

Horse Personality

Different horses, different temperaments:

**Calm, steady horse**: Doesn't spook easily. Tolerates novice riders. Plods along reliably. Boring for experienced riders but safe.

**High-strung, sensitive horse**: Faster, more responsive, spooks easily. Needs experienced rider. Exhausting for novice. Exciting for expert.

**Stubborn horse**: Has opinions about where to go, when to stop. Fights rider. Experienced rider can manage, novice gets dominated by the horse.

**Lazy horse**: Requires constant urging to keep moving. Falls behind if allowed. Frustrating but safe for beginners.

Show personality through how horse responds to rider. Good horse for your character isn't always perfect obedient mount. Sometimes it's stubborn beast they have to manage, which creates character moments.

Horse-Rider Relationship

Horses recognize individuals. Respond better to riders they know and trust. Bond forms between horse and regular rider.

"She'd ridden this mare for three years. Knew her moods. The flicked ear meant annoyance. The snort meant impatience. They understood each other."

Character's relationship with their horse reveals character. Do they treat horse as tool or companion? Rough or gentle? Patient with horse's fears or frustrated? These details show personality through action.

Horse bonded to one rider might not respond well to strangers. This matters if character has to ride unfamiliar horse or someone else has to ride their horse.

Writing action and travel sequences?

River's AI helps you craft realistic chase scenes, travel montages, and action sequences grounded in accurate physical details and authentic exhaustion.

Write Your Scene

Making It Work

Use correct gait terminology - walk, trot, canter, gallop with accurate speeds and sustainability. Show horses tiring and needing rest, water, food. Include physical sensations of riding: burning thighs, sore backside, balance adjustments, weather effects.

Make horses behave like animals not vehicles: spooking at unexpected things, having personalities and moods, getting tired and sweaty, bonding with regular riders. Show tack and equipment existing even if you don't describe every piece every time.

Most importantly: no galloping for hours. This is the number one thing that breaks immersion for anyone who knows horses. Galloping is minutes-long sprint. Extended travel requires walking with brief faster gaits.

Don't need lengthy riding descriptions for every journey. "They rode for three days" covers it fine. But when you do show riding scenes in detail - chase, first ride, battle charge, dramatic arrival - get the fundamentals right. Correct gaits, realistic physical toll, horse behavior that makes sense.

Equestrian readers will notice authenticity and appreciate accurate representation. Non-equestrian readers will feel grounded in sensory reality: the rocking motion, muscle strain, horse's warmth and smell, the partnership between rider and animal. Everybody wins when horses feel like living creatures instead of medieval motorcycles.

Frequently Asked Questions

Can horses gallop for hours or long distances?

No. Galloping is a sprint lasting a few minutes before horse must slow down or risk collapse. For travel, horses walk (3-4 mph sustainable for hours), trot briefly (8-10 mph but bouncy and tiring), canter in short bursts (12-15 mph for 10-20 minutes), gallop only in emergencies (25-30 mph for minutes). Covering distance requires alternating gaits with walking rest periods.

What's the difference between trotting and cantering?

Trot: 8-10 mph, two-beat bouncy gait, jarring and uncomfortable for riders, harder to sustain. Canter: 12-15 mph, three-beat rocking motion, smoother and more comfortable, feels like rocking horse. Both are intermediate gaits between walk and gallop. Canter is faster than trot but paradoxically more comfortable for both horse and rider.

Do you kick horses to make them go?

Not hard kicks. Use leg pressure - squeeze with calves, gentle pressure with heels. Verbal cues (clucking, "walk on"). Light tap with heels if horse ignores pressure. Hard kicking is harsh and unnecessary with trained horse. Makes rider seem abusive and horse would likely react badly. Proper riding uses subtle cues.

What physical sensations should I include in riding scenes?

Rocking motion (varies by gait), thighs gripping/aching after time, backside soreness especially from trotting, balance adjustments, horse's warmth and breathing beneath you, mane and saddle to grip, wind at faster gaits, bouncing impact. First-time riders: extreme soreness next day, difficulty walking. Long-distance: stiffness when dismounting, needing to stretch.

How often do horses need water and rest?

Water: 5-10 gallons daily, drink at streams/stops during travel. Must cool down after hard riding before drinking heavily. Rest: breaks every 1-2 hours during sustained travel, walk to cool down after faster gaits. Can't ride continuously without walking breaks. Food: graze when possible plus grain supplement. Show these needs occasionally to make horses feel real.

Chandler Supple

Co-Founder & CTO at River

Chandler spent years building machine learning systems before realizing the tools he wanted as a writer didn't exist. He founded River to close that gap. In his free time, Chandler loves to read American literature, including Steinbeck and Faulkner.

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