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Response Times and Professional Magazines

Yesterday I withdrew a story from a market because we were starting to near the one year mark, and the couple of queries I’d made all got the usual “It’s in the queue, we’re swamped, just a little longer” reply. I don’t mind waiting a little longer, but I do mind when it gets used to keep you going for months.

So that’s cool, and no hard feelings over them having sat on it a while. I end up withdrawing a story for similar reasons once every couple of years. But here’s the reply I got regarding the withdrawal:

Thanks for the note. Your story is officially withdrawn from our reading queue. One thing you might want to consider in the future is that pro markets take a lot of time. So I’d tailor a story for a certain market and then move on while you wait. That’s what Bradbury and Matheson and all those guys do. Some pro markets such as Cemetery Dance take up to two years. So that’s why I say. But the credit one receives when they break pro is worth everything. I hope this helps you future endeavors. You can send along something else in the future when we reopen for subs in [identifying information redacted]. Just make sure it’s a different story as I don’t accept stories that have previously been withdrawn.

Some pro markets do take up to two years, but it’s darn few of them. Most of the professional magazines are professional; they get stuff back to you fast. Even without e-submissions, Gordon Van Gelder manages to wade through swamps of rejections and still return them in a timely manner. Sure, Tor.com is slow, but given that they pay five times as much as most, I’m willing to give them five times as much time in which to reply. Asimov’s, Analog, Lightspeed, Clarkesworld, Fantasy Magazine, Beneath Ceaseless Skies, and Strange Horizons all pay professional rates and yet manage what is apparently a highly unprofessional rapid reply rate.

We got 550-600 subs a month towards the end of my tenure with Fantasy, and I would have felt terrible making people wait over a month, let alone more. And I’m going to say, this particular rejection is a great argument for form rejections, because the patronizing tone here really put me off, plus this is TERRIBLE advice for a new writer. Write what you want to write, not what you think a magazine wants to see.

I dunno. Maybe the editor is working off a different definition of professional than I use.

7 Responses

  1. Couldn’t agree more. I cannot think of a single pro market for short fiction that feels it is OK to hang on to a submission for a year, let alone two. A good number of the so-called semi-pro (based on smaller payment, not necessarily quality) are just as speedy in their editorial decisions. My last sale to one of those markets, a highly respected UK magazine, had a 30-day response time from the editor. The layout spread and payment arrived within another thirty days. We’ve all had a few incidents where a story languished for a very long time, but they’re the exception, thankfully. (I personally strongly dislike it when an editor or publisher holds a story for eight months or longer and then sends a form rejection — if they held the story that long through a cut or two I think they owe the author some concise feedback.) And yes, writers should always write the stories that inspire them, and not attempt to imitate stories they read in F&SF or Clarkesworld in hope of making an easier sale. Good luck with that strategy.

  2. Oddly enough I got a very similar note recently, and the wording was only slightly different. I decided to give the editor another couple of months, but perhaps I made the wrong decision. Many thanks for posting this. If the 1-year mark rolls around without an answer, I’ll withdraw the story.

  3. This editor doesn’t seem to be very abreast of the field, either, given (a) you’re hardly a newcomer and (b) as you mentioned, several highly respected pro markets have very timely turnaround, including the big 3. An editor so unaware of today’s oft-published authors and his competition would turn me off permanently.

  4. Naw, I can’t fault anyone for not knowing who I am, there’s plenty of short story writers out there and I have only been publishing for a few years.

    But they -should- know better than a) equate long reply time with professionalism and b) to assume a submitter has never made a pro sale. The latter is just plain condescending (imo).

  5. Well, I’m pretty new to the field — just started submitting professionally in December — but I’ve done my reading, and I have an idea who the established names are in the field. Okay, you’re not Bradbury or Matheson, but if I ran a magazine, I think I’d be keeping up with what was being published elsewhere. Seems like good business sense to me, knowing one’s market. Heck, just a visit to this website’s “Fiction” page would have told the editor you’ve published in many of the leading magazines over the past five years, and hardly need advice on “breaking into” the field.

    I agree wholeheartedly on both your points.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

~K. Richardson

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What Do You Think Of This Book Synopsis?

Kittywampus
Kittywampus
I’m working on revising my fantasy novel, The Moon’s Accomplice, into a big ol’ sprawling fantasy trilogy. This is a rough stab at Book One, and I would love any feedback on what’s missing or needs tweaking. One of the things I’ve been doing is reading other big ol’ sprawling fantasy novels: the Robert Jordan/Brandon Sanderson Wheel of Time series, George R. R. Martin’s Game of Thrones, Pat Rothfuss’s The Name of the Wind and The Wise Man’s Fear, David Edding’s Belgariad and Robin Hobb’s work. I’m trying to figure out what makes for a successful series. What other series would you suggest looking at? (Note that I have read the LotR a bajillion times.)

Things that seem common to all of them:

  • Engaging, interesting characters, and plenty of time in their heads
  • Landscapes and marvels, plenty of “eyeball kicks
  • Ups and downs, characters enduring vicissitudes and working to do their best in spite of them


Book One begins as Shyra, a Dryad, is brought to the city of Tabat in chains, aboard a steamboat. She doesn’t know why she and a handful of her sisters have been brought to the seaport, but she senses that it’s to no good. They’re already enslaved by a social system where humans rule, asserting their Gods-given right over animals and Beasts, the category into which all intelligent magical creatures like Dryads are relegated.

At the same time far to the north on what the Tabatians consider the rough frontier, young Teo is having similar forebodings ““ his sister is very ill and no one will meet his eyes when speaking of the cure. Teo’s already been rejected by the village because he’s failed to exhibit the shapeshifting powers most of them possess. Finally he discovers that he’s been promised to the Temples of the Moon in Tabat as an acolyte/indentured servant if his sister recovers.

Bella Kanto, premier Gladiator of Tabat, finds herself confronted by a disturbing omen in the form of a lobotomized young Centaur that’s been sold to the Brides of Steel, Tabat’s all-female gladiatorial academy. She goes to see her cousin, Leonoa, a prominent Tabatian artist, only to find Leonoa embroiled in a scandalous love affair. Leonoa shrugs aside conversation, struggling to finish up a few last canvases for a show opening in a few days.

Imprisoned in the Duke’s menagerie, Shyra learns that she and the other Dryads are meant to root and become trees, which will be harvested and fed to the great engine that fuels many of Tabat’s technologies, such as the great Waterfall below the Duke’s castle, the mechanized gondola system that moves the inhabitants from one city terrace to another, and the street lights that show any sign of sorcery or shapeshifter activity on the main streets.

Meanwhile, Teo contemplates fleeing the village. He starts out to do so, only to encounter the Moon priest, Nero, to whom he’s been promised on the road. He and Nero embark on the journey and the stern but sympathetic priest tries to instruct him on the matters he’ll need to know to survive life in the Temple. When Nero breaks his leg, progress is slowed, and even more so when he falls prey to a parasitic fairy in the wilderness. When they arrive at a river town, Nero puts Teo aboard a trade boat, the Eloquent Swan, and entrusts the pilot Archis with getting Teo to the city.

Shyra’s escape is more successful. She manages to slip out of the menagerie and make her way outside Tabat, although she is pursued by the Duke’s Huntress, a relentless and skilled tracker. Nonetheless, Shyra makes her way to the mountains to the northeast of Tabat, where she finds a camp of other escaped Beasts.

When a student of hers from the Brides of Steel is killed in a riot, guilt wracks Bella, particularly since she helped instigate the riot. Political unrest haunts the city, caused by upcoming events: the first election of the Mayor of Tabat, at which point the Duke will reluctantly step down and relinquish his hereditary rule. Bella and the head of the Brides of Steel, Myrila, have a severe falling out. Bella feels she’s been let down by Myrila at a time when she’s facing the pressure of the annual Spring Games. If she assumes the role of Winter and wins, as she has for the past fifteen years, spring will not come to Tabat for another six weeks, impacting trade in a way none of Tabat’s merchants appreciate.

The fireworks of Bella’s victory light the sky the night Teo arrives in Tabat, where he’s entrusted by Archis to Skilto, a merchant-mage handling the Swan’s cargo, more Dryad logs bound for the College of Mages. Skilto lets the boy escape during an accident with one of the logs. Skilto gives the boy’s fate little mind. He’s got his own set of problems, with his father threatening to stop paying his tuition to the College unless Skilto agrees to marry. He’s about to investigate the three candidates presented to him: socialite Lilia Delarose, merchant Marta Lavender, and merchant-historian Ariadne Nittlescent.

Shyra adjusts to life among the escaped Beasts. She’s heartened to hear that they have a plan to free Tabat’s Beasts. They will first infiltrate the city, disguised as the members of the Circus of the Autumn Moon, one of many entertainment troupes drawn to Tabat by the political campaigns and the amount of money being spent on courting political favor. She meets the man who will oversee the Moon, sinister and secretive Murga, whose origins are unknown.

Resolute to avoid the semi-enslavement of Temple life and make his own fate in Tabat, Teo wanders the streets and narrowly escapes being press-ganged. He adapts to life on the streets, begging and scavenging food where he can. He is befriended by a young artist, but disaster follows when his shapeshifting powers unexpectedly manifest. Teo finds himself emperiled by agents of the Duke intent on finding sorcerers and shapeshifters in the city and takes refuge in the Autumn Moon.

A troubled Bella tries to divert herself by taking her friend and sometimes lover Ariadne Nittlescent to the opening of Leonoa’s art show. Skilto and Marta arrive as well, only to find the place the site of a riot incited by the political nature of Leonoa’s paintings, which depict Beasts assuming human roles. Aided by two other gladiators, Bella holds the crowd back long enough to let Leonoa and the other attendees escape.

Skilto’s tried two candidates and found them lacking, although he’s drawn into friendship with Marta Lavender’s father Milosh. When he meets Ariadne at a party, he realizes that she’s the one he’s interested in. Ariadne pays him little mind. She’s too busy thinking about the decision her mother Emilee has made to push Ariadne into political office. Ariadne’s occupied enough with the history of Tabat she’s writing and, unbeknownst to her mother, running a lucrative publishing house specializing in lurid accounts of Bella’s adventures. She’s working on a new book as well, Archis’ account of life on a frontier boat.

Bella agrees to a favor for a lover she picked up at the gallery, only to find herself faced with charges of smuggling deadly sorcerous ingredients. The Duke informs her that he’s sending her with an expedition to the frontier at the end of Book One. Bella’s disgrace leads to a rift between Skilto and Ariadne, deepened when Skilto discovers Archis is courting her as well. Murga hints that he knows Teo’s secret, but Teo avoids any direct discussion of it as he fights to fit in with daily circus life.

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I Think, Therefore I Roleplay

This essay originally appeared in the January 2000 issue of Imaginary Realities.

In 1999, one of the Armageddon MUD coders, Morgenes, put in a command that has no effect on a player at all. It doesn’t get you gold (or obsidian, in our mud’s case), doesn’t raise your skills, doesn’t open the mystic portal to the realm of Waterdeep, or anything at all like that. Yet it was a change that would end up becoming one of the most popular (and most copied) commands ever on the mud, with at least one thread on our discussion board devoted to lavish praise of it from players and staff alike.

The command was ‘think.’ Its syntax is simple. The player types think ‘Woah, hey, did I just see a coin lying in the road back there?’ and gets this back: ‘You think ‘Woah, hey, did I just see a coin lying in the road back there?’ Easy, no? And at first glance, somewhat pointless.

To explain the immense popularity of this command, one needs to understand that Armageddon MUD is more than role play intensive. It’s role play required, and players who fail to stay in character or interrupt the flow of the vast interactive story that staff and players are spinning together usually mend their ways fast. Or are asked to leave the story, usually not in a particularly polite manner. Armageddon’s had the reputation of having the rudest immortal staff on the net for a long time, and while that’s changed considerably, there are, I suspect, staff members who still cherish that attitude to a degree. Players who aren’t staying in character find out fast that it’s not appropriate, or appreciated, on Arm.

Given this, think has proven invaluable to the players whose actions might be incomprehensible to the staff. If a staff member happens to be monitoring a player, and glimpses a few thinks here and there, they know what’s going on and why, precisely, that crazed Krathi is sitting out in the desert. She’s waiting for a vision, which she might choose to supply of her own accord via think, or with which a staff member might help. Why did that elf suddenly take off running? He thought he saw a mantis, gythka staff in mandible, approaching his hiding place. Think not only helps the player solidify what it is she’s doing, but lets the staff know what’s going on as well.

Beyond that, the command’s entertaining and helps the player flesh out the character. Is he thinking ‘Did that templar just look at me?’ If so, he may scurry back into the Labyrinth to hide from the unwanted attention. Perhaps while that wily gypsy is trying to sell her a luck charm, the player’s sitting there thinking hard on how to sell the gypsy out to the dreaded Blackmoon. Personal beliefs, spiritual beliefs, reactions to other characters – all of these, and more, get played out via the think command in a way they never were before. One of my favorite moments was monitoring a conversation between a pretentious noble and the commoner they were upbraiding, who while keeping their eyes downcast was thinking of the multitude of ways that noble could be humiliated.

I’ve seen other benefits as well. At least one character has accidentally typed talk instead of think, and found themselves saying aloud what’s in their head, leading to assorted and interesting results. It slows down some of the fast typists, who otherwise tend to overwhelm other players with the multitude of their emotes and speeches. Some players use it while sleeping, to create intricate and sometimes lurid dreams. We’ve some plans to tie think into the psionic skills on the mud eventually, though that’s a far and future notion. But the benefit to the role playing of the mud has been tremendous. I’d urge other role playing muds to at least…think about putting this command in.

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