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Guest Post: Gustavo Bondoni on Argentine SFF

Last week, Argentina’s largest literary prize, sponsored by the government through the National Arts Fund, announced that it would only accept science fiction, fantasy and horror entries this year.

All hell broke loose immediately. In some cases, there were people outside of those genres who’d been working on their manuscripts assuming it would be a non-specific contest the way it always has been. I can see how those individuals might have been miffed.

But in other cases, the pushback owed more to the fact that the SFF genre is seen by many as less than literary in scope and ambition.

As an Argentine writer who spent his childhood outside the country and who currently writes for the English-language market exclusively, I find this last attitude surprising.

Why? Because, although Argentina doesn’t have a long-standing horror tradition, the science fiction and fantasy genres have traditionally been extremely literary and socially critical.

Argentina doesn’t have, in the gestation period of the genre, an equivalent to the Pulp Era in which different kinds of fiction were massively marketed to different kinds of readers.  While that lack did somewhat stunt the growth of the SFF genre in popular terms, it allowed writers to feed the tools of different genres into literary fiction without having to worry about any associated stigma.

Jorge Luis Borges, of course, is the first name one thinks of when discussing Argentine science fiction, but he was just the tip of an iceberg that included not only a tradition in Argentina but also around Latin America (writers such as Gabriel García Márquez and, to a lesser extent, Mario Vargas Llosa were using these tools as well).

Of course, it would be disingenuous to say that this wasn’t also happening in the English-language genre. It was. But perhaps the main difference is that in Argentina, no one was too concerned about classifying things as science fiction and fantasy. They were just books, written by better or worse writers, and only in the 1970s was the genre separated in any real sense””and that was only by taking the obvious spaceship tales and dragon stories out of the “literary” category. Magic realism was still perfectly literary, and no one would ever have dreamed of reclassifying it.

All of which was quite bewildering to me at first. I was brought up on the genre classifications of the English-language world in the 1980s. Since I was strictly a reader back then, not a student of the genre, my view of what was and wasn’t SFF was formed by what popped up on which shelf in the Walden Books near my house.

So when I moved back to Argentina, I found it a bit bewildering. Suddenly, SFF wasn’t meant to entertain people, but mainly to criticize society and expand philosophical discussions. It really wasn’t what I expected of the genre, and I found Argentine SFF difficult to read and much too politically engaged for my liking.

To this day, I still prefer genre work in which the story and characters take precedence over politics and philosophy, and I’ve been told my writing reflects this (in rejection letters as well as in reviews!), but I’ve made my peace with the fact that the genre in Argentina has different roots and that I’ll never find a plot- or science-driven novel on the shelves here.

Along with this realization, I’ve come to understand that most of my own work wouldn’t be aligned with the national taste either. While the market for a more traditional style of SFF still exists in the English-language world, especially among readers who grew up reading the Golden Age greats and their descendants, it has never truly existed in Argentina.

But those who enjoy China Miéville””hailed as quite possibly the greatest genre writer of this generation down here””will find Argentine SFF very much to their liking”¦ if you can read Spanish (I’d be delighted to point anyone interested in the right direction, just drop me a line).


Author photo of Gustavo Bondoni.BIO: Gustavo Bondoni is an Argentine writer with over three hundred stories published in fifteen countries, in seven languages. His latest novel is Jungle Lab Terror (2020). He has also published another monster book Ice Station: Death (2019), three science fiction novels: Incursion (2017), Outside (2017) and Siege (2016) and an ebook novella entitled Branch. His short fiction is collected in Pale Reflection (2020), Off the Beaten Path (2019) Tenth Orbit and Other Faraway Places (2010) and Virtuoso and Other Stories (2011).

In 2019, Gustavo was awarded second place in the Jim Baen Memorial Contest and in 2018 he received a Judges Commendation (and second place) in The James White Award.  He was also a 2019 finalist in the Writers of the Future Contest.

His website is at www.gustavobondoni.com.


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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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: Nerine Dorman on Making a Cooperative Initiative Work

It all started innocently enough about five or so years ago. A fellow author sent me a link to an article about the Book View Café, and we figured: why don’t we do something like this? By this stage many of us in our small circle of writerly folks were already rather jaded about the opportunities available in the industry””especially for those of us who live in far-flung places like South Africa where there isn’t a big market for SFF fiction. Some of us had already been agented, had sold novels to big publishing houses. Some of us were not making it out of the slush pile yet”¦ or were exhausted by all those full requests for submissions that simply vanished into a sticky silence. Added to that, some of us also had had unpleasant experiences with small presses going under, taking their back catalogue out of print. And a good handful were simply daunted by the war stories told by their author friends who’d already had a mad whirl on the merry-go-round of getting published and had their fingers burnt.

When we put our heads together, we realised that within our core group, we possessed all the skills and experience already garnered in the publishing industry so that if we helped each other, we could do the same, if not better, than a publishing company.

But then why not set up our own small press?

I can give you one word for that: Freedom.

Instead we envisioned a co-operative, very similar to the one described in the Book View Café post, and Skolion came into being.

Our vision for our co-operative is underpinned by that one small word: freedom. Anyone who’s had a book stuck in a bad contract will understand why that one little word is so important to authors who’ve had a raw deal. We desired a situation where authors wanting to go their separate ways did not have to untangle their titles from a contract. We are a small group that works on a handshake, so it goes without saying that mutual trust is also highly valued.

So, how do we make it work?

While the group is a voluntary association, three of us have agreed to take on management positions in terms of editing, administration, and marketing. We are also looking into setting up as a non-profit organisation at some point in the future, and to that end, we’ve gone as far as drawing up a constitution for our co-operative that sets out clear goals and how we operate. While we aim to be flexible, we also believe in clearly defining how our processes work. This helps to keep us on track.

Pictured at the 2020 Blown Away by Books festival in Cape Town are Skolion authors Masha du Toit, Tallulah Lucy, Nerine Dorman and Toby Bennett.

The emphasis of our work as a co-operative is on quality, not quantity. These days, there’s an alarming trend of indie authors putting out a book a month. This often results in the minimum viable product falling into the hands of readers. And readers aren’t idiots. They know all too well when they hold an inferior product in their hands. We aim to avoid that. We recognise that a good book is a work of art that may require more than one set of hands and eyes to help shape it. And time. From within Skolion, we help each other by assessing each other’s work with care and diligence. We are attentive readers who love our chosen genres and know what to look for in terms of story-craft. Thereafter, a story will enter however many editing rounds as needed before it goes through to layout and formatting. And of course, the all-important proofing takes place as well.

We place emphasis that power lies primarily within the authors’ hands themselves. They get to make important decisions about how and when they want to publish, how they wish to set their prices. As a team, we stand behind them, help amplify their social media reach, provide encouragement and support. It’s a win-win situation.

But what about co-operative vs. traditional publishing?

So, the question people sometimes ask, are publishers even necessary in this day and age? The answer is simple: of course! Depending on the publisher, they can offer authors much in terms of reach, expertise, and marketing. Big publishers will have many resources upon which they can draw, be it an existing footprint in terms of marketing, access to professional editors, and of course print distribution (this last being where indie publishing often can’t compete.) Depending on the project, the right publisher will absolutely be the right option for an author. But these days, with many publishers being averse to risk-taking, it’s also safe to say that not all projects are suitable for a particular publisher. Hence the reason that many authors are embarking on hybrid careers that span the range of traditional and small press to self- or co-operative publishing. And it’s the latter that I believe marries up the best of both worlds when it comes to traditional and self-publishing. Skolion supports its authors when they have books that won’t quite suit the traditional publishing model.

Where to start, though? How can you set up your own co-operative?

A few years back I encountered an interview with a well-known film director who talked about collaboration, and about “˜making it’ in a tough industry. I also believe his advice is applicable to other creative industries. Now I’m going to paraphrase horribly, because for the life of me I can’t track down that particular interview. The basics were that authors should not glomp onto people who’re further up the feeding chain than they are. Don’t ride others’ coattails, in other words. Often enough, these luminaries in your chosen field already have their network set up, the people they’ve grown accustomed to working with on projects. And they’ll be busy. They’ll have many obligations. I can guarantee that.

I’m going to be brutally honest here. The chances of one of these public figures noticing you long enough to either give you a shout out that will have tangible impact on your career or even to give you a hand up are slim to none. These folks are where they are because they’ve worked hard, as should you. Now I’m no Neil Gaiman, I’m a freelancer, and I’ve got zero time to read someone’s story just to give an opinion. (And neither can Neil, I’m sure.) Unless you pay me. Then we can talk.

Instead of hanging onto your favourite celeb author hoping for morsels, create a network of authors and creatives who are in a similar space where you are. Sure, some may have a novel or two out already. Or a novel being submitted. Or even have a few they’ve self-published. The trick is to help each other, to create a semi-closed network of authors and creatives who are willing to help each other. And, most importantly, a close circle of authors who trust each other. This last is a vital ingredient in making a voluntary association of authors work well.

How does Skolion handle the publishing process?

At first, we spend time beta reading and proofing for each other, and we maintain a list of the various skills folks have to offer. Various members can handle tasks such as layout, design or formatting, and if for some reason we need to outsource, we have a list of preferred professionals. We constantly pick up tips from our fellow indie authors to find out who they’ve worked with in the past and use people who have a good reputation in our chosen genres and who understand what we need.

We also set up a schedule and decide between ourselves on a realistic publishing timeline. This way we prevent books from releasing in clumps. We assign tasks to people, such as beta reading, editing passes, layout and formatting, as well as coordinating any marketing initiatives to help promote new and existing releases. With any outsourced work, we’ve found it best if the author herself pays for any work that needs to be done, be it commissioning illustrations or cover design. As far as possible, we split any costs that might come up to be as fair as possible. These could be related to hosting a website, paying for the design and printing of pull-up banners or booking a table at a convention. If any issues come up, our committee will discuss the best course of action and then inform other members of the co-op, in order to find a solution that will fairly accommodate everyone.

Perhaps the most important qualities we’ve discovered are patience, teamwork, and a willingness to play the long game without egos getting in the way. We understand that in this game of making books, we are in the process of breathing life into people’s dreams. After all, it was other people’s dreams made concrete in the books and films we adore that brought us this far.

The Skolion authors’ co-operative has been active since 2016, and for us it’s the journey that matters. Our authors include myself, Amy Lee Burgess, Cat Hellisen, Cristy Zinn, Carrie Clevenger, Icy Sedgwick, Jenny Rainville, Laurie Janey, Masha du Toit, Stacey Reilander, Suzanne van Rooyen, Tallulah Lucy, Toby Bennett and Yolandie Horak. Since working within the co-operative, many of our authors have gone on to win literary awards, or at least make long- and shortlists. For us it’s about having that all-important buddy system that helps us ensure that our work is the best that it can be. Find out more about us at www.skolion.org


Author photo of Nerine Dorman.BIO: Nerine Dorman is a South African author and editor of science fiction and fantasy currently living in Cape Town. Her novel Sing down the Stars won Gold for the Sanlam Prize for Youth Literature in 2019, and her YA fantasy novel Dragon Forged was a finalist in 2017. Her short story “On the Other Side of the Sea” (Omenana, 2017) was shortlisted for a 2018 Nommo award, and her novella The Firebird won a Nommo for “Best Novella” during 2019. She is the curator of the South African Horrorfest Bloody Parchment event and short story competition and is a founding member of the SFF authors’ co-operative Skolion, that has assisted authors such as Masha du Toit, Suzanne van Rooyen, Cristy Zinn and Cat Hellisen, among others, in their publishing endeavours.


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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