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Guest Post from Karen Heuler: Let's Be Brutally Honest Here

Photograph of Karen HeulerSo, how many people have you killed?

I mean, characters.

And how long have you been doing it?

I have to confess: It was hard for me to kill my first character, but after that it got easier. I actually stopped noticing how many there were or who they were.

I occasionally killed a major character, at the end, but even before I got to the end it was possible for me to kill minor characters as if they were placemats. I even people killed people I wanted readers to love. If it bumped up the plot, I was all for it.

And then I suddenly realized that I had gotten used to killing characters. I was killing them without remorse.

How many, I wondered, had I killed?

Ah. I didn’t want to go back and count. It was like going back and counting calories after an expensive dinner out. Why ruin it?

More than ten? Of course. Hundreds? Possible. Thousands?

Well, actually, even more than that. Like a great many writers these days, I’d killed off a proportion of the planet for an apocalypse that caught my fancy. It was a particularly lovely apocalypse. It would make a wonderful, visual, stunning movie. Not your usual, squishy, guns and guts and screams and hands-smashing-through-glass kind of movie, either. A grand and glorious apocalypse with lots of people dying in a very artistic way.

See? Even now I’m proud of it.

I remember being outraged by how easily Orson Scott Card got Ender to destroy a whole civilization and then absolved him of responsibility. Nope. Own up, Ender! Responsibility exists!

And yet.

And yet, I kill people.

How long will it go on? Will I ever grow tired of it? Will I switch to stories where no one dies; where, in fact, people fall in love and have babies? They could be strange new babies; I could, conceivably, do that.

Because even though I feel no guilt, I feel that I should feel guilt. It somehow isn’t right to say these weren’t really people and I didn’t “really” kill them.

Besides, I’m sure that the idea of killing is not a slippery slope. It isn’t, is it?

Just because I can write about it so easily doesn’t mean I’d ever actually do it, right?

Right?

Bio: Karen Heuler‘s stories appear in literary, fantasy, and science fiction magazines regularly. Her 2014 novel, Glorious Plague, was about a strangely beautiful apocalypse, and her second story collection, The Inner City, was chosen as one of the best books of 2013 by Publishers Weekly. She lives in New York City, where murder never happens and rents are extremely low.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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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."

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Guest Post: Dawn Vogel on Fairy Tales and Fiction

Fairy tales have been around in one form or another for centuries, even if they weren’t written down and compiled into collections like Grimm’s Fairy Tales. They’ve changed over the centuries as well, shifting from folk stories to morality tales to more sanitized or “Disney-fied” versions of what they once were. In the process of this sanitization, oftentimes the messages the fairy tales purported to dictate have changed. Gone is the Little Mermaid who watched her beloved marry someone else, at which point she cast herself back into the ocean and drowned, showing us that you shouldn’t change for someone you love. Instead, we get the version where the mermaid and prince live happily ever after, flipping the moral to be that you can (and should?) change in order to make someone love you.

“Original” versions of fairy tales can be a loaded term, in that most of the fairy tales we know today existed in an oral format prior to being written down. When the stories were written down, they were not always faithful to the original tellings. Charles Perrault’s versions of fairy tales were reworked so they would be popular amongst the seventeenth-century French aristocracy. In the nineteenth century, the Grimm brothers, in the first versions of their compilations of fairy tales, acted primarily as transcriptionists, interested in recording the stories as they were commonly told among the German populace. In later versions of the Grimm brothers’ collections, however, they began the sanitization process, making the tales more family friendly.

There is no denying that many of the “original” fairy tales were violent, sexist, and gruesome. They’re filled with death, abuse, self-mutilation, and more. Some of these tales were likely used by the tellers to imbue the listeners (or readers) with specific moral values or lessons or warn them against things like going into the woods alone at night or engaging in other dangerous activities. Perrault and the Grimm brothers also added to these moral lessons but shaped them to their own times and audiences. For example, stories that originally included birth mothers often were changed to instead include stepmothers, who were invariably vain, evil, and not interested in the welfare of their young charges. That the “original” stories ascribed these same motives to birth mothers is a fascinating bit of historical curiosity, but that stepmothers were so much more readily demonized might be even more intriguing as an avenue of study.

Beyond even the changes that Perrault and the Grimm brothers made to the “original” fairy tales, modern sensibilities have again shifted the telling of these stories, cleaned them up further, and completely rewritten them into things that barely resembles the “originals”. Like the Little Mermaid example above, the retelling of fairy tales as children’s movies, often animated and turned into musicals, can obliterate the original meaning, though not always for the worse. The “original” Beauty and the Beast story from seventeenth-century France was written to prepare young girls for arranged marriages, and had an emphasis on learning to love someone you didn’t know, whereas the Disney version of Beauty and the Beast involves character growth for both Belle and the Beast, who learn to love each other, rather than simply expecting the woman to do all the work. This example, in particular, also reflects the time in which it was turned into a movie, considerably different from earlier Disney films in which the female protagonists sometimes were denied the agency that Belle is permitted. Other retellings of fairy tales have stripped away the morality entirely, or occasionally taken a story that was more about avoiding dangerous activities, in a way that did not really require a moral, and added a moral in for good measure (like various versions of Little Red Riding Hood).
Though the origins of many fairy tales are lost to history, the ability to compare various versions of tales as they have been told over the centuries is a fascinating endeavor, both for what they tell us about broadly defined history and what they tell us about storytelling and writing in various times.

About the author: Dawn Vogel’s academic background is in history, so it’s not surprising that much of her fiction is set in earlier times. By day, she edits reports for historians and archaeologists. In her alleged spare time, she runs a craft business, co-edits Mad Scientist Journal, and tries to find time for writing. She is a member of Broad Universe, SFWA, and Codex Writers. She lives in Seattle with her husband, author Jeremy Zimmerman, and their herd of cats. Visit her at http://historythatneverwas.com or follow her on Twitter @historyneverwas. Dawn’s latest book is The Cask of Cranglimmering, Book One of Brass and Glass.

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Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦

Dansky dinosaurThe second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog to write and there are cut scenes to script and they are shiny and sexy and cool, but the thing is, a player’s only going to run across those lines and those scenes once as they advance through a game’s storyline. On the other hand, if they’re playing, say, a first person shooter, they’re going to encounter the so-called systemic dialog about shooting (and getting shot, and needing to reload, and needing to get the hell out of the way of an incoming grenade) rather more frequently than that. And, that in turn, means that you’re going to be spending a lot of time working on those lines, and generating a lot of them. You’re also going to be writing things like story documents, and character writeups, and team documents, and a dozen other things that aren’t the sexy bits with explosions that everyone thinks of when they think of game writing.

And that’s perfectly cool. Because those aspects of the gig require just as much craft and care as the more obvious ones, which means developing a whole new set of tools to make sure you get them right. Don’t believe me? Then go play a game where the systemic stuff didn’t get that tender loving care – where they didn’t produce enough variants so you hear the same lines coming from dozens of different enemies who probably shouldn’t be comparing notes with one another – and see if that starts getting annoying after a while. Better yet, find a game with one jarringly out of place systemic line and see if that doesn’t turn into the equivalent of nails on a chalkboard long before you’ve picked up all of the game’s achievements. (Trust me. I was kind of responsible for one of those.)

So, yes. There’s an awful lot of game writing that most people don’t really think about that’s necessary and intricate and hard work, and if you’re good at that you’re worth your weight in gold.

But that’s the second-most interesting thing. The first is that you’re not actually writing the story. Your protagonist is not the hero. And your version of how things are going to happen is going to crumble in the face of an irresistible force: the player.

Because in games, the player is the hero. It’s the player who makes every decision so that their particular journey through the game is unique to them. Even the little stuff – deciding when to reload or change garments or duck instead of sprinting – personalizes their experience in a way that defies the cast-in-stone progression of other narrative forms. Which means that as a game writer, you’re writing the stuff that the player turns into the story through their interaction with it. The wittiest dialog, the coolest cut scene, the most interesting plot twist – they all sit there, inert, until activated by the player’s interaction with them. Then and only then do they become part of that player’s story, a story that inevitably starts with the word “I” (and not “Lara Croft or “Sam Fisher” or “Pac-Man”) when it is told to friends later.

That’s a hard thing to grasp sometimes. The urge is to want to tell our stories, to tweak the timing and hone the experience so that everything’s sparkling and perfect and immutable. But that doesn’t work in a space where players are the reason the whole shebang exists, and while you may want your narrative elements to draw them forward, forcing them to do the same is liable to get some pushback.

And make no mistake, game players do love their story. Look at the uproar over the ending of Mass Effect 3 – that was about player investment in game characters and story,. Look at the love for games as wildly diverse as Gone Home and The Last of Us and Kentucky Route Zero and the utterly insane but brilliant DLC Gearbox put out for Borderlands 2. The writing in all of these games is something players want to experience; they just want to experience it in a way that makes it theirs, something they did instead of something they read or heard or watched.

And this is so much of what makes writing for games fun. It’s seeing that moment when the player inhabits your words, picks them up and makes them their own, that makes the crunches and the meetings and the endless, endless iterations of “Arrgh, he shot me” more than worthwhile.

Which reminds me, there’s a third really interesting thing about writing for video games. But that’s another story entirely.

Bio: Writer, game designer and cad, Richard Dansky was named one of the Top 20 videogame writers in the world in 2009 by Gamasutra. His work includes bestselling games such as Tom Clancy’s Splinter Cell: Conviction, Far Cry, Tom Clancy’s Rainbow Six 3, Outland, and Tom Clancy’s Splinter Cell: Blacklist. He has published six novels and the short fiction collection Snowbird Gothic, and is currently hard at work as the developer for the 20th Anniversary Edition of classic tabletop RPG Wraith: The Oblivion. Richard lives in North Carolina with his wife, statistician and blogger Melinda Thielbar, and their amorphously large collections of books and single malt whiskys.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

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