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Guest Post: Krakens Are Friends, Not Food by AJ Fitzwater

“But ser,” broke in one of the deckpaws. “The greatest jewel in the world is said to be guarded by the fearsome kraken, as tall as the queen’s castle with tentacles longer than ten vessels nose to tail!”

“Which is why, m’dear, we not be partakin’ of the flesh of the inkton,” Cinrak explained. “Kraken’s cousins have proven intelligent and good friends of Rodentkind. Friends not be eatin’ friends. The mer archives tell us, yes, once beasts of Kraken’s size did exist. It be not our place to tempt The Depth’s wrath.”

The entire crew undulated two digits in a v shape of warding.

– “Search for the Heart of the Ocean”

In Thor: Ragnarok, a motley collection of hunters challenges a confused Thor with, “Are you friend, or are you food?” It’s a play on the hail “friend or foe,” building a dangerous world reveling in its violence and cannibalism in one swift sentence.

Cover of The Voyages of Cinrak the Dapper.Cinrak’s rodent pirate world is one of fun, love, silliness, and respect. I wanted to create a through line about balance in community, nature, body, and spirit. What if pirates oversaw the equal distribution of resources? What if trans people had easy and equitable access to the health care they deserve? What if the monarchy answered to the people? What would keeping balance in the oceans look like?

As the quote above suggests, respect for the sapience of ocean creatures is baked (see: puns most definitely intended in this book) into the myths, legends, and superstitions of Rodentdom. The great kraken, the protector of sea creatures, has not been seen for hundreds of years. Rather than take this as carte blanche to chow down on the crumbed calamari with chili sauce, the rodents ask what so upset the balance of life that an entire species would suddenly disappear.

In early drafts, I made strong points about climate change and over-fishing disturbing not just the way of life, but magic. This too upset balance; the sweetness and respect for letting the world building bleed in from the edges and the unspoken had been compromised. Opting for a softer approach, I let the silent Agnes””the enormous kraken of myth””speak for herself. She forms a bond with one of Cinrak’s crew, shows them the wonders of the ocean, and becomes a mascot to the Impolite Fortune. Playful as a puppy, and knowing her worth, Agnes unapologetically takes up space. She just wants to hug… the whole ship.

Agnes becomes the herald in “The Hirsute Pursuit.” Her link to the ocean grapevine (seawood tangle?) allows her to be first with the news that a once in a generation harvest is ready. This story introduces another significant piece of Rodentdom’s ecosystem: a food source with properties that acts like hormone replacement for trans people. The only magic in this microcosm is how it has been guarded to ensure equal distribution of resources. Are the fairies rodent-flesh eaters? Their biology and behavior suggest something to that effect in their distant past. Or they could have found a solution to defending their land against colonial invasion. Either way, when left alone they understand and undertake balance, sharing their bounty with the rodents.

The Voyages of Cinrak the Dapper is full of women who enjoy their food. Not for the spectacle of observers, but for pleasure and the nourishment of their bodies. As a pirate captain, Cinrak understands keeping her crew full, fit, and happy is a tool for community bonding and efficient livelihood. The food is in the detail. No one goes without a good cup of tea, or breakfast.

Including Agnes. Who cronches that shark with relish (pun alert!). Because she knows who is friend and who is food.


AJ Fitzwater Headshot.BIO: AJ Fitzwater lives between the cracks of Christchurch, New Zealand. Their work focuses on feminist and queer themes, and has appeared in venues of repute such as Clarkesworld, Beneath Ceaseless Skies, Shimmer, Giganotosaurus, GlitterShip, and in various anthologies. They are the author of rodent pirate escapades in The Voyages of Cinrak the Dapper and the WW2 land girls shapeshifter novella No Man’s Land. With a background in radio, AJ lends their voice to podcast narrations, including for the Escape Artists universe. They enjoy maintaining a collection of bow ties. A unicorn disguised in a snappy blazer, they tweet @AJFitzwater. Their website is pickledthink.blogspot.com.

Purchase The Voyages of Cinrak the Dapper from your preferred retailer or directly from Queen of Swords Press.


If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post or video interview, 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: We Are Not Entertained by Aigner Loren Wilson

There’s this common misconception that the world of editing (in the sense of submitting your story to a magazine or contest) is an absolute puzzle constantly being shifted around by angry and jaded editors. In classes, writing groups, and even among non-writers, I hear it repeated that you have to have this unknowable combination of luck and talent to land a spot in a magazine, and it isn’t worth trying or learning. You got it or you don’t.

But that type of thinking leaves most people without it.

I want to say that in my years as a reader, judge, and developmental editor none of that is true. Especially about editors. We’re not shadowed goblins lying in wait to crush every writers’ dream. The reason we got into this line of work is because we want to hear a good story, a new story. We want to be entertained.

But unfortunately, most of the time, we are not. We are left wondering where’s the story.

And after a few years, I realized that most stories don’t make it because of the same reasons. Time and time again, I open a submission (always reading without knowing the info of the author) and come across the same mistakes or faults in stories that keep a cool or fun idea from making it from a submission to an acceptance. Dear writer, I’m going to tell you these faults so that you can identify them in your own stories and make it out of the slush pile.

Because I do really want to see your stories out there. Even if I never read them, someone will, and they will love them.

One of the common issues I come across are dark openings. A dark opening is when a writer aims to be mysterious but doesn’t give the reader anything to hold on to. Often, the story opens with two characters exchanging a few lines of dialogue while doing some mundane task that is an overarching metaphor for the story. That in itself isn’t bad and can be found in a lot of great stories, but where the stories fail is in how they do this.

In dark openings, characters, along with their dialogue, are usually nondescript to the point where you can’t really tell who is saying what because everyone sounds the same, and they aren’t really having a conversation but are merely stating the story in a heavy-handed way. The correct way in doing these mysterious dialogue driven openings is to use metaphor less like metaphor and more like subtext so that the point comes in without feeling like it’s being fed to the reader. And, of course, all dialogue should be distinctive to the characters, but this is even more so important in an opening.

Not only does it show the reader the characters, but it shows them that you’re an author who knows your story and characters. It builds that very necessary and crucial bridge of trust between the writer and the reader.

Another thing that holds writers back is telling their story to the reader instead of showing their story to the reader. Commonly known as telling vs showing. Based on the stories I’ve read, my theory behind this bit of advice not sinking into writers is that they misunderstand what it means to show and to tell. Writers tend to do a lot of in your face telling masking as showing. For instance, during a fight scene, the reader will get a blow by blow of flailing arms and legs.

But that is not showing.

Showing does more than just show. Showing makes the reader feel. It calls forth the image of the scene or character to the reader’s mind. There are many ways to do this, but the top way is by using descriptive language and sentence structure to control reader emotion and story. Instead of giving a blow by blow of action, give a blow by blow of evocative internal workings. How does your character feel when slicing into their foe or friend or lover? Use the right words in the right order to create magic.

The final issue that many stories have, though there are many more, is that they start too late. For a story of any length, the editor looks for whether or not the writer has introduced world, theme, problem, and character within the first paragraph. But a lot of writers, choose to open their stories with something that they think will grab the attention of the reader or will paint a picture of the setting. But what will tell an editor of place or grab their attention won’t actually cue them in on what is important to this story and to the character.

Openings should introduce world, character, and problem at least on the first page. When it is not introduced, the editor is left wondering where the story is going, instead of wrapped up in its progression.

As you will have noticed, most of these issues happen in a story’s opening. That’s the only space you really have to win a reader or an editor over. And editors can feel or sense whether or not the story they dive into is written by a writer that knows what they are doing or by a writer who is just phoning it in because they don’t think they have to try.

If you take issue with this article and feel as though I am lying to you, then I leave you with this: it is my firm belief that every writer should become a slush reader, so that they may see the wide array of mistakes laden in stories. It will not only help you realize your own faults, but it will also show you that I am right.


Aigner Loren Wilson author photoBIO: Aigner Loren Wilson is a SFWA, HWA, and Codex writer whose stories and articles have appeared in Terraform, Rue Morgue, Arsenika, and more. She writes or edits for Strange Horizons, Nightlight: A Horror Podcast, NYC Midnight, and other outlets. To keep up to date on where she is publishing and other news, sign up for her newsletter, follow her on Instagram, or follow her blog.


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: Confessions of a Reluctant Writing Gamer by Janet K. Smith

Writing games. I avoided them for years because I was short on time, not ideas. Once I lifted my head from my page, I realized my focus was all wrong. This one-hour-a-week “game” held incredible lessons I couldn’t get anywhere else.

So why the reluctance? That’s the easy part. Take a first-born, type-A personality with a novel in its final draft, multiple short stories out on rejection””oops, I mean submission, numerous other half-written stories, and a second novel that’s itching for a conclusion, then disrupt that work with “games” full of nonsensical sentence prompts, and odd pictures, and you’ll find a non-believer who prefers to focus on “real” work.

I’d occasionally pop into the session, but more often than not, I’d log out as soon as I heard it was a writing game and not the story discussion or feral writing time I’d expected. If I had a deadline to meet, anything with the word “play” was dismissed automatically. Who had time for play? For five and a half years, fun writing seemed like an oxymoron.

I remember getting a rush of rejections, one after another, on stories I’d poured my soul into. I wasn’t hitting the right notes somewhere, and it was time to figure out where. Yet I joined writing games with a casual attitude, logging less than a hundred words per challenge. I had good ideas, but I’d edit my sentences as I went, placing structure and grammar above word count. Others did four or five times my number of words in the ten to fifteen minutes per prompt, and even though I knew the writing gems appeared in unfettered prose, I couldn’t stop fixing things. It wasn’t satisfying, and soon I was back to one or two sessions a month.

For the next few years, I’d join a session if I was bored or had spare time. I still considered writing games an extra, as if writing for fun was a waste of time. Professional writers repeatedly told me, “Don’t correct your work. Let it flow.” Sure, I told them, but I didn’t mean it. I hadn’t found that crucial key that added value to prompt writing. Then one session, a brave reader shared an emotionally beautiful piece of prose inspired by a prompt I’d done little with. Hearing someone else achieve so much using the same prompt in the same length of time was inspiring. I wanted that and realized I’d handicapped myself by focusing on my own writing when I should have been listening to others.

Once my focus shifted, writing games became more than “fun.” The following week I dug in and wrote 193 words, still correcting as I wrote, but less than before. I read to the group, and people waved in appreciation. Then a more seasoned writer read her work. Her character came alive in the first sentence, and she’d given her listeners a strong sense of place, so when the plot kicked in, and things got dark, I pictured the surroundings as if I were there. I instantly saw where my work fell short. I’d drafted a plot outline””a summation. I wanted those primordial elements of life on the page, and her example showed me the way. Her skills, added to all the other things I’d done to improve my craft, lit a spark of understanding, and my writing changed at that moment.

With my resistance gone, I attended each writing-games session with a “challenge accepted” attitude, and my interest leaped from a three-four to an eight-nine. The key wasn’t in the task or the prompt but in hearing what others did with it””how they started their piece, the word choices, phrasing, character description (an area where I truly suck), and other elements handled in a way I envied. I was playing, but in a way that made sense to me.

One of the regulars at writing games is so good at drilling down on a sentence. She doesn’t just write of things normally associated with the contents in the sentence; she lists the things it’s not, then builds support for what it is. For example, the prompt: “Desire is no light thing.” She wrote that a dead body is heavier than a living one, but it should be lighter since the dead no longer have desires, and desires keep people alive””grounded with a gravity that can’t be ignored. I mean, wow! Then there’s another regular who creates the best descriptions and another who launches into crazy, off-kilter prose that shoves my logical mind aside. Taking the creative leap with him is exhilarating.

The range and variety of works are fun, and not in a candy-crush time-sucking way, but fun the way reading is fun. Everyone constructs their stories differently, and whether they focus on setting, character, plot, or a beautiful meld of all three, the creativity and flex of craft are always impressive. There are still prompts that don’t tickle my muse. Take “what are we but ten minds? this is sent with love. this paper has gone far.” I was blank on this one with a capital “B,” but others in the group produced some great pieces, and listening to the “what and how” of their prose was as important to my growth as a writer as plying my own skills to the task.

Looking back, I realized I needed those first years to understand that I was creative and could pull a story from the air using a prompt. But when I wanted more, writing games offered that too.

Beauty lies in the impulsive writing, the understanding and skill brought by the other players, and the option to listen while others read their work. Of course, reading is always optional, but it’s a supportive, safe place to share when your muse strikes. No one gives critiques here, and getting those double-hand waves for a piece that delights you feels pretty nice after writing in isolation these last few years. It’s also a great place to try new techniques, viewpoints, or styles, like poetry or second person.

After six months, I can honestly say my writing has improved. It has miles to go, but that’s the fun of it. I don’t want a skill-level ceiling. Last week, I wrote 247 words in twelve minutes””my new record. I had a character with a personality twist, a plot arc, a strong antagonist, and a good ending. I drafted a story. In twelve minutes. It needs fleshing out, and there’s no setting, but I saw people gasp when the story took an unexpected turn, so I know the bones are there.

The coolest part? I didn’t get there on my own.

Join Cat Rambo and friends on Wednesdays at 11:00 a.m. Pacific Time for Writing Games.

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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