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Guest Post: Rachel Fellman Chews on Bad Food in Fiction

Look, I love to write about terrible food. Life contains so much more of it than good food, or at least my life does. (I have limited funds and poor judgement for risk.) But more than the realism, I’m drawn to bad food because it infuses a scene with context, with a messy pathos. Someone failed before this dish was even served.

I think about the scene in Tinker, Tailor, Soldier, Spy in which the spymaster George Smiley tells the story of his one meeting with his Soviet opposite number, Karla. Sitting in a greasy restaurant with his confidant, he takes a few bites of his chicken, murmuring, “There, that shouldn’t offend the cook.” By the end of the scene, he’s given up on the dish, “over which white flakes of fat had formed like seasonable frost.” I mean, the frost isn’t even unseasonable. It is correct that this is happening; it is meet. That chicken died for nothing and everyone knows it.

The cook may have made an unpalatable dish for a sad, unhungry man, but Le Carré prepares a nose-to-tail butcher’s feast of pathos and waste. One of the points of the scene is that Smiley tried and failed to pull a Not So Different Speech on Karla; he ruined it because he’s honest, and honestly lonely. The chicken fulfills its destiny in a way that’s perfect for the mood. It doesn’t symbolize Smiley’s feelings ““ nothing so cheap. Le Carré is a subtler chef than that. Each grim bite of Smiley’s chicken evokes a universe where no spymaster, no heroic fieldman, no great analyst, no chicken farmer or chicken or roadhouse chef, can catch a single break.

I come from a Patrick O’Brian family, and when I mentioned this post to my brother Aaron, he ran to find the bit in The Far Side of the World where Captain Jack Aubrey serves up a lobscouse on which “the liquid fat [stands] half an inch deep over the whole surface.” Later, a pie leaks “thin blood [thin blood!].” As Aaron points out, the pie is rich with social worldbuilding: “Jack has no cook and he’s had to rely on various sailors who don’t actually know how to provide dishes. He’s high class enough that he can’t cook, but he exists in a social setting where he can make one set of people cook for him and another pretend to enjoy the terrible results. […] I feel like a lot of bad meals in literature say stuff about power. One thinks also of the meals Charles’ dad attacks him with in Brideshead Revisited. First red dishes, then white dishes!”

I am myself, as I have said, a gleeful writer of tragic food. It’s true that my debut, The Breath of the Sun, doesn’t have the worst food I’ve ever written. This is because I cut a scene in which a character orders something called “chicken cogulare,” which beats out a scene from a previous manuscript in which a Potemkin village of breakfast pastries is served by an evil prince.

It’s also because The Breath of the Sun is a mountaineering novel, and the literature of survival has a very specific relationship with bad food: since these stories are about scarcity, they’re also about the miracle of having food at all. I remember a meal of spaghetti and fried garlic bread in Kim Stanley Robinson’s underrated Antarctica, which prompts a character to contemplate that Antarctic food, eaten in “extreme states of hunger,” “often tasted wildly delicious even if it was very plain fare.” By the same token, who could forget the “feast of hot water” with which Genly and Estraven celebrate their ice trek in The Left Hand of Darkness (or the hot beer, oddly pleasant in an ice age, over which they make the first moves of their complicated friendship)? Some of the food on Gethen is very fine, and some of it is bad, but it is always transmuted by the sharing at the hearth.

In The Breath of the Sun, when my characters eat dried chicken and biscuit (singular, because in Arctic narratives “biscuit” is a monolithic item), and when my narrator Lamat observes that this biscuit needs to be heavily hydrated with saliva before it can be swallowed, I want to evoke a purely practical un-food. Dehydrated and preserved, it doesn’t feel prepared by human hands. For my two cranky and embittered heroines, the solitude of climbing is both terrible and delicious, and so is the dried pap you eat from a tube. To climb is to leave the context of the earth, and I use food to stretch out that feeling as far as it will go.

Even a breakfast the characters eat when not on the mountain, served by Lamat’s velvety and brutal ex-husband, has this feeling of detachment. Served on “a dirty white table” in an empty courtyard, it is “an untidy heap of miscellaneous food “” rolls and dates and apples with an unpleasant touch of lemon-juice to them, boiled eggs.” The same preservation, the same detachment, but this time there’s nothing delicious or terrible about it, only a mess of context on a plate.

Lamat’s a bartender and innkeeper when not climbing, and I think the only food she really trusts anymore is what she makes herself. When she imagines the mountain from the city, she can only conjure “a morning like a clear glass cup of tea and an egg.” And when she comes home to her lover, she describes her as “a burning breath of coffee, a sense of solidity and strength […] a steady fierce look like some tame animals have.” Home is the right drink on the right breath, and privacy.

Good food is a joy of literature, of course, just as in life. But for subtle worldbuilding, for comedy, for the interplay of hospitality and power — give me the bad stuff. It is a dish of vertiginous depth. Plus, I don’t have to taste it.


Bio: Rachel Fellman is an archivist in Northern California. She writes sharp, painterly science fiction and fantasy about her various preoccupations: art history, extreme survival, toxic love, queer identity, and terrible moral choices. Most of her protagonists are great at exactly one thing and are continually prevented from doing it. Publishers Weekly called her debut novel, The Breath of the Sun, “an atmospheric, poetic, and occasionally wry and brutal story that moves with the gentle but unstoppable momentum of an iceberg.” She does not climb mountains.

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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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
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  • 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.
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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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2 Responses

  1. I loved the bad food in Karin Tidbeck’s Amatka, a visceral dystopia. Our protagonist gnaws on raw cubes of rutabaga and starts her day with mushroom porridge “” in a world of cold scarcity.

  2. I really enjoyed the descriptions of food in “Antarctica” too, to the point that I’ve always pictured those meals as being really tasty, regardless of the monotony of the food. But it’s one of my favourite books. I’m currently on my fourth copy as people keep “forgetting” to give it back to me. That scene in the pool under the ice makes me so jealous that I can’t be there!

    Now I’m going to go and explore The Breath of the Sun, because I love mountaineering stories (even though I don’t climb either!)

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Guest Post from Carrie Patel: Whose Story Is This, Anyway? - Character Craft for Novels and Games

Picture of carnival masksGrowing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.

But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.

In both media, the principles of good storytelling””establishing a strong story arc; building a vivid, believable world; and populating it with complex, memorable characters””are the same.

But the user experience differs, and understanding that is key to knowing how to satisfy both audiences.

Readers generally pick up novels to immerse themselves in stories that they experience through the eyes of another character. Players generally sit down with games to immerse themselves in stories that they discover and define through their own actions.

A large chunk of storytelling in both media comes down to understanding the role your characters play and how to make them real.

Characters bring a fictional world to life. Their problems and dilemmas create the oft-sought tension and “stakes,” and their choices and conflicts drive the story. Most readers and gamers would be hard-pressed to discuss their favorite stories without also talking about the characters who populate it. We connect emotionally with the people in stories rather than the ideas and philosophies.

But who are those characters?

In a novel, the most important character is typically the protagonist. It’s not just because the action (mostly) follows her. It’s also because we experience the story through her perspective. We see what she sees and know what she feels, even if we don’t always agree with it. First-person and close third-person stories have become immensely popular because of the intimacy of the perspective they offer.

For the protagonist’s story to be engaging, she has to have challenges to overcome. Strengths and vulnerabilities that add variation to her journey. A deeply personal investment in the events of the plot. Writing a protagonist who meets these criteria is often a matter of architecture in the planning stages””figuring out who this person is and what it is about her that generates interest and tension””as well as retrofitting in the revision stages””finding ways to connect her more deeply to other characters and events and building momentum over the successes and setbacks she faces.

When it comes to games, protagonists may be a lot more varied. For the sake of simplicity (ha!), I’m mostly talking about Western-style RPGs, which are often characterized by protagonists who are defined by the player in some significant way and whose stories are often discovered over the course of (fairly) open-ended gameplay.

The degree to which players define their characters differs widely between games. In some games, you have a protagonist with an established identity and established personality whose significant choices are defined by the player. That includes Geralt of Rivia from The Witcher.

In other games, you have a character whose overall identity is set, but whose personality and outlook is determined by the player. For example, Commander Shepard of the Mass Effect series is always a human operative intent on saving the galaxy, but the player can cast her as an idealistic savior or a ruthless maverick.

Finally, there are other games, such as Pillars of Eternity, in which nearly everything about the protagonist, including personality, backstory, and race, is player-determined.

In these types of games, the task of the writer is to build everything around the player character as much as””or more than””defining the player character on his or her own. You develop a story that is just loose enough to fit whatever way the player might choose to define the protagonist according to the options you have given them. You create a world with enough freedom for the player to make choices and enough context to give meaning to those choices. You write side characters who establish the world as a living place and who frame the stakes for the player.

It’s a delicate balance, and it’s one that places a much greater burden on the writing that establishes the world around the protagonist.

That’s because you’re defining this character””or, to some extent, allowing your player to””through negative space rather than positive space. You’re creating a stage that will allow the player to shape a personal story, and one that doesn’t feel at odds with the choices you’ve given them.

TheSongOfTheDead_144dpi (1)Heroes of their own stories

And yet, protagonists aren’t the only characters on the page (or screen). A common piece of writing advice is to write villains as though they were the heroes of their own stories. It’s good advice, and it holds true for all characters””sidekicks, love interests, mentors, and spear carriers.

In many books, the most memorable and beloved characters are often secondary characters. Written well, they are typically less encumbered by the constraints of following the plot. Writers may feel freer to embody them with the quirks and idiosyncrasies that help them stand out. And the foil they frequently provide for the main character””whether as comic relief or as someone who pushes and challenges the protagonist””can create entertaining humor, conflict, and character development.

Put simply, these characters work because they have goals and interests that do not always line up with those of the protagonist.

Games may contain even more secondary characters””often called NPCs (non-player characters). Of course, if every character is the hero of her own story, you’ve still got to make them good stories. And “bring me five puffleberries” and “get my cat out of this tree” don’t quite cut it. We don’t like busywork in real life, so why does anyone assume we’d do it for fun? Yet “fetch quests”””formulaic tasks in which the player character is sent to handle a routine errand for someone else””are everywhere.

The problem isn’t just that they usually make for dull content. It’s also that they suggest a world in which other characters’ concerns go no deeper than grocery runs. In which they only exist to provide some degree of involvement for the player. And in which the protagonist only relates to them as an errand boy.

Every quest need not be epic. But it should mean something or reveal something, both with respect to the protagonist and the other characters involved.

In both games and novels, we rely on good characters to develop our stories and to hold our audience’s interest in them. Novelists and game writers merely need to understand how their readers and players will relate to them in order to deploy them most effectively.

—————————-

Bio: Carrie Patel is a novelist and a narrative designer at Obsidian Entertainment. She is the author of the Recoletta trilogy, which is published by Angry Robot. The final book in the series, The Song of the Dead, comes out on May 2. She works at Obsidian Entertainment as a narrative designer and writer. She has worked on the award-winning Pillars of Eternity and its expansions, The White March Parts I and II. She is currently working on Pillars of Eternity II: Deadfire. You can find her on Twitter as @Carrie_Patel as well as at http://www.electronicinkblog.com/.

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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Guest Post: Writing Uplifting Stories by Casey Blair

A few years ago, I decided to try writing a fantasy book as a web serial. It was a project I came to for a lot of reasons, but one of the keys was that I wanted to have a way to put a little joy out into the world on a regular basis with my writing.

That idea spawned a whole cozy fantasy trilogy, which is now complete! And I am Kickstarting funds to officially publish them as books.

That starting seed, that fundamental goal to bring joy with story, shaped the whole trilogy in ways I didn’t initially predict. After all, what does it even mean to write fiction that is “uplifting?” As with anything, people have different tastes for what brings them joy or makes them feel validated.

When it comes to uplifting fiction, I think of this along an axis of “escapism” to “realism.” To be clear, I don’t consider either of these a value judgment: tastes vary, and we all crave different kinds of stories at different times.

For some people, what they want is fantasy that takes them away from their problems. They want to read about other worlds that don’t have the same micro and macroaggressions””or even just the minutiae of daily life””that they have to deal with every day of their actual lives.

For others, those fantasies are unrelatable at best, or erasure at worst, pretending real-world problems don’t exist rather than giving us characters who grapple with them and triumph in some fashion, empowering us in our real worlds thereby.

Fantasy authors have the power to invent the entirety of what goes into our worlds, what’s explicit and implicit. Do we choose to carry over the sexism, racism, queerphobia, ableism, and all the rest from our world and tell a story where characters find happiness despite their oppression? Or do we imagine a world where those oppressions don’t exist, and in so doing invite the reader to imagine other ways of being worth striving for?

Both approaches can be radical. Both can be triumphant, validating, and uplifting stories””though not necessarily for the same audience, and that’s fine.

In Tea Princess Chronicles, I tried to find a balance between them. I wanted to write about people who care about other people, and lifting up everyone around them, and gutting oppressive systems who prevent that; people who do the work, without the feeling it can be too easy to drown in while doomscrolling on social media that caring is a necessarily joyless slog. I wanted to tell stories about people who find ways to make things better, in small ways and large, that don’t feel like wallowing in awfulness but instead inviting joy.

More like the feeling of drinking a warm cup of tea in front of the fireplace on a chilly day.

Whether I succeeded, whether any story succeeds, is a judgment for each individual reader. But I think living with joy, and spreading joy, can be fundamentally radical, and storytelling is one of the most powerful mediums for it. For me, that’s what “uplifting” fiction does, in whatever form it takes.


BIO: Casey Blair writes adventurous fantasy novels, including the cozy fantasy series Tea Princess Chronicles and the novella Consider the Dust. After graduating from Vassar College, her own adventures have included teaching English in rural Japan, attending the Viable Paradise residential science fiction and fantasy writing workshop, and working as an indie bookseller. She now lives in the Pacific Northwest and can be found dancing spontaneously, exploring forests around the world, or trapped under a cat. Find out more at caseyblair.com or follow her on Twitter @CaseyLBlair.


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. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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