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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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Interview with Richard Kadrey

Recently I reviewed Richard Kadrey’s The Grand Dark for Green Man Review. I enjoyed the book and kept thinking about it, so I had some questions. Richard kindly agreed to a follow-up interview. Here’s his answers to those questions.

Q: What was it about the setting of The Grand Dark that drew you? It feels as though it came first and then the story within it – or was it the other way around?

RK: All of my previous work had been set in real places, primarily Los Angeles and San Francisco. With The Grand Dark, I wanted to build my own world from the ground up. The character of Largo appeared pretty much at the same time as I was creating the city of Lower Proszawa in my mind. I wanted someone somewhat innocent and with very little power to contrast with the weight and complexity of the city. But he had to be fluent in the streets. Largo could have been a crook, but instead I made him a bicycle messenger. Someone at the mercy of the weather, the traffic, and moody cops.

Q: What fears did you have about moving away from Sandman Slim and into different waters?

RK: I was very nervous. Largo was the opposite of my best-known characters, especially James Stark, aka Sandman Slim. Stark is confident and powerful. Largo is just the opposite. His defining characteristic is the constant fear he lives with because of his brutal childhood. But Largo isn’t a wimp. He finds his strength as the book progresses. Stark, and even Coop in my caper novels, were already strong and didn’t need a lot of lessons. People associated me with that kind of character and I got some pushback at first. But now that the book is out, readers seem to be coming around to Largo and the tough time I give him in The Grand Dark.

Q: Some critics have said that speculative fiction, no matter what time period it’s set in, is about the times in which it’s being produced. Do you think that’s true of The Grand Dark, and why or why not?

RK: Trust me, this book wouldn’t have been nearly as dark if I’d written it at a different time and under a different president. We’re seeing the rise of a cruel, fascist ethos around the country. For me, it feels as if we’re hurtling toward some kind of great calamity, which is what’s happening to Lower Proszawa in the book.

Q: Does having written for comics shaped your novel writing process? Do you have a vision for a graphic novel version of The Grand Dark?

RK: I’ve always been a visual writer, so comics were a natural extension for me. Writing both comic and, now, film scripts has helped me break down stories to their basic components and put them back together again, scene by scene.

Q: What’s coming up next for you?

RK: I’m working on a new Sandman Slim novel and I’ve finished up a new film script that I really can’t talk about right now. I also have some comic proposals out. Because I’m also a photographer, probably the strangest thing I’d like to do is a photo tour of burial sites around the world, and then put them together in a book with a story about each place.

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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.

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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.

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