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Guest Post: Kyle Winter on The Power of Passive Representation

Treading the waters of diversity is tricky because we never want to disrespect the struggles that women, people of color, the LGBTQ community, or others have had to endure. As writers, we often want to include people like this in our stories because their stories are powerful and can make a difference. This sometimes manifests itself as ‘the gay friend’ or ‘the black friend’ or if you’re really batting for a home run ‘the gay black friend’. This character is great for diversity. He shows that those people exist and that we shouldn’t be afraid of them. But over time, if we see the gay black friend over and over it creates a subliminal message that all gay black men behave a certain way, and that can damage the community. I think we should allow those characters to break the mold and keep it to themselves.

Gender identity, skin color, and sexual orientation don’t affect your ability to do things. Period. There’s no reason a gay man can’t be a hardened combat veteran and there’s no reason a straight man can’t enjoy ballet. The fact that we use these stereotypes reflects our perceptions of society. It acts as a shorthand for the reader / viewer to go “Oh, he’s the gay guy, I get it!” and we can immediately paint a picture of who that person is without digging any deeper. While it’s great to include someone like this in your story, you may actually do more harm than good by treating them this way. Why? Because you’re adding to society’s confirmation bias. If every time someone sees a gay man on TV or reads about them in a book and they behave like a giddy teenage girl, then we will continue to think that’s how all gay men behave. Not that there’s anything wrong with a flamboyant personality, but it can be an oversimplification of the gay community.

What if, instead, we put a gay man in a position of power? The NBC show Brooklyn 99 does this with the character Captain Raymond Holt. He’s a stoic, calculating man that comes off cold but everyone loves him anyway. Just because he lacks flamboyance doesn’t make him any less gay. He still has a pride flag on his desk and there are many episodes with his husband, but he’s not treated any different because of his sexual preference. Yes, there are some episodes about his struggles as a gay black man in the NYPD because that is a story worth telling, but his skin color and sexual orientation never interfere with his ability to perform his duties. That’s because they literally have no bearing on his performance, and his entire team treats him the same as they treat everyone else. Imagine the impact that has for people who have never met a gay man like him. For some people, it never occurs to them a gay man could behave that way. For some people, that character is eye-opening and possibly life-changing.

Wizards of the Coast, a gaming company that owns Dungeons & Dragons and Magic: The Gathering (among others), often portrays people of color as their flagship heroes. They even have several prominent non-binary characters, which they’ve supported despite friction from some members of the community. Imagine the impact when someone who’s never played one of these games, in an industry that has traditionally been dominated by white dudes, thumbs through one of the rule books and sees a heroic character that looks like them. The imagination stirs as we consider the possibilities of being that character. It makes us feel like we could be part of that adventuring group, part of the epic story that will be written as a legend in years to come. All because of some simple artwork!

Placing these characters front and center, without necessarily making their differences the focus of the narrative, can have a profound effect on society. By having these characters represented in our stories we are saying, “This is how life is, these people exist and they don’t need to be treated any different than you or I.” This silent diversity becomes powerful representation for these communities. It reinforces the idea that we are all equal. If a child sees a hero that looks like them on the cover of a book, or on a movie poster, it tells them they could be that hero. It tells them there are other people with their unique traits in the world and that those people can accomplish great things. It tells them they aren’t alone.

Does this mean you can’t tell a story about a person of color’s struggles? Of course not. Am I suggesting that a woman’s climb to the top of her field isn’t worth hearing about? No. I’m saying that if we fast-forward through the struggles these people face every day and portray them as successful heroes then maybe society will treat them like heroes. In the end, we all want equality. We want a world where our gender identity, skin color, sexual preference or any other part of our being is accepted without a second thought.

Why not nudge society in that direction by telling stories where that is already true?


Headshot of Kyle WinterBIO: Kyle Winter is an author who is terrible at writing about himself, especially in the third person. He considers himself a genre-fluid author, dabbling in science-fiction, fantasy, pulp and others. He is an avid gamer, whether it be video games, tabletop RPGs, miniatures, board games or card games nothing is safe. For the past nine years he has routinely gotten beat up at his Brazilian jiu-jitsu classes and enjoys every second. You can visit his website www.TheKyleWinter.com or connect with him on Twitter @TheKyleWinter.

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!

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."

~K. Richardson

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Guest Post: Storytelling Ourselves Out of Paralysis

Storytelling Ourselves Out of Paralysis

by Christina De La Rocha and Ariel Kroon

One of the best things about science fiction is that it lets us try futures on for size. Do you look good in dystopia, finding the hero within while you rise from the wreckage of civilization, raging through the thrills of a dangerous world? Or do you look better invading the spaces that technology is about to open up for us, stumbling into unintended consequences hilarious, heart-wrenching, and severe?  

The growing solarpunk movement thinks you’d look best in a near future of the sort we’d actually like to live in. The cheerful color scheme complements every complexion. The hope here is that by narrating ourselves into a future where things have turned out well, we can increasingly believe that such a future is possible. Then, armed with that vision of what we could accomplish, we might wake up and start working on it instead of keep sleepwalking into the perfect storm of man-made misfortunes bearing down upon us.  

Because we really are sleepwalking right now. To take it a metaphor further, we, the people of Earth, are the deer staring paralyzed into the headlights of global warming, decimated ecosystems, accelerating economic inequality, racism, sexism, homophobia, transphobia, misogyny, failing states, refugees, wars, the pandemic, misinformation and propaganda, totalitarianism, hatred, and division. The here and now could easily turn out to be the prologue of a dystopia that only the most savage will enjoy and it’s hard to imagine there will be much in the way of heroes.  

In fact, we’re doing worse than sleepwalking. Those of us who have been shouting about greenhouse gas emissions and the state of the environment for decades are baffled that the collective response of humanity has been to drive its car faster toward the brick wall.  

But at the individual level, it’s almost understandable. We are worried but overwhelmed, thinking, how could I possibly do anything about every single issue we’re facing? How could any action I take make any difference at all? So what if we’re on track for having to deal with catastrophic climate change and ecological collapse at the same time that the maximum number of human beings that will have ever simultaneously existed on Earth will all be needing to eat, live somewhere, and have a job. What can I do about that (except move to Montana and start stockpiling guns, ammo, and freeze-dried food)?  

But, honestly, enough of that narrative, says solarpunk. What a horrible, self-fulfilling prophecy. Better to decide that we can do something about these problems. That we can create a positive future for ourselves, especially if we start solving problems together. After all, problem solving and cooperation are things our species excels at.  

Would it help get us moving if we started weaving ourselves into narratives in which we have acted to make the future a better place to be? Why don’t we try it? Let’s start creating visions of ourselves having dramatic episodes in fabulous yet feasible futures.  

That can mean setting stories”’full of human dreams, passions, conflicts, and conundrums”’in a world where we have changed the way we do everything, having gone green, clean, friendly, fair, just, inclusive, and supportive of as many people as possible. It can also mean telling tales set amongst the conflicts that will arise as we ditch fossil fuels for renewables (hopefully) in time to avert global warming disaster. Other stories might involve our attempts to engage safely in sun-shading or carbon sequestration to dial global warming down before we trip over climate tipping points of no return. In these stories, characters could romp through cities that we have revamped into working better for people or through lushly rewilding landscapes made possible by our overhaul of agriculture and our abandonment of overconsumption. Some tales could even be fables woven through with the warmth of cultures that have backed away from today’s every person for themselves attitude in favor of community, belonging, and collective problem solving.  

But how could stories showing us thriving in the midst of or on the other side of the remaking we need to do to our societies, methods of energy production, and infrastructure help us take action?  

Well… what if they stoked our enthusiasm for the revolution we are about to undergo that will be as disruptive as the Industrial Revolution that dragged us toward modernity and didn’t rest until it had set the stage for world wars, the collapse of a couple of empires, and the covering of so much of the planet in roads, cars, concrete, and a whole lot more people? Then we would no longer be paralyzed by our fear of such a great set of changes.  

But even if these stories just normalize little things, like driving electric cars, living near wind farms, having solar panels and heat pumps, or availing ourselves of the extensive and convenient public transportation networks that we deserve to have, they could still help us shake that fear of the future that has been paralyzing us.  

It is, at any rate, worth a shot, and it’s a shot that Solarpunk Magazine is taking.  

You probably haven’t met Solarpunk Magazine yet, as it’s the new kid on the block who hasn’t actually moved in yet. Our first issue will burst upon the scene in January 2022. We already have some great stories, pleasing poems, and fabulous non-fiction lined up for you.  

But paying contributors professional rates takes funding and, in his day and age, that means a Kickstarter campaign. Check out ours, which will run until October 30, 2021. For $5, you can secure your copy of our inaugural issue. $10 gets you the first two issues. $25 scores you the whole first year (which is six issues). Plenty of other goodies are on offer as well!  

Every $4K that rolls in funds one issue. As of October 11th, we’ve secured enough funding for the first four issues, and we’re hopeful about getting enough funding for the entire first year. So come pitch in and help us storytell a wonderful future into existence.  

Speaking of which, you can also support Solarpunk Magazine by writing. We need your solarpunk stories, poems, essays, interviews, and articles. Our first ever window for submissions will be open from Nov 1-14, 2021 and we are looking forward to reading your visions of a future we could happily inhabit together in peace, prosperity, and greenery.


BIOS: Ariel Kroon and Christina De La Rocha are non-fiction editors at Solarpunk Magazine.

Ariel (she/her) is a recent PhD in English Literature, specifically in the field of Canadian post-apocalyptic science fiction published between 1948 and 1989. In addition to academic interests in feminist posthumanism and affect theory, she enjoys and pursues speculative futures with an environmental bent, queer optimism, radical hope, and garden dirt. She is an ancient Tumblrkid and hugely appreciative of solarpunk and hopepunk communities. You can find some of her talks on YouTube or read her personal webpage.  

Christina, a recovering biogeochemist and oceanographer raised in Los Angeles, California, has washed up on the shores of northern Germany and lives in a settlement with notably more chickens, cows, and alpacas in it than people. She has published a pop sci book or two, has had a few stories and articles published in Analog, tries to be entertaining on Twitter (@xtinadlr), and occasionally updates her website.


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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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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