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Guest Post: Inspiration and Trying to Understand Otherness with Dan Rice

When I first buckled down to seriously try writing after graduating from college, I dreamed of crafting epic fantasy similar to books by George R.R. Martin and Joe Abercrombie. Their works were breaths of fresh air. Unlike the novels of Tolkien or Robert Jordan, these authors eschewed the black-and-white worldview of good versus evil for shades of gray. I wanted to write just like them.

Of course, I eventually discovered that there’s a reason Martin and Abercrombie are best-selling authors, and Martin takes many years between books. What they do is really, really hard.

Switching to Young Adult

Discovering that writing epic fantasy is a monumental task was the first step in finding my authorial voice. My critique group told me that my writing was more suited to a young adult audience. At first, I was dismissive of this observation, but I came around when I started reading more young adult fantasy and science fiction. I soon appreciated these books possess an intoxicating sense of adventure and discovery.

Eventually, I abandoned my quest to craft an epic fantasy for adults to attempt a young adult fantasy. A theme that fascinated me was the sense of estrangement and otherness that young people often feel at one time or another. At least, I recall feeling that way as an adolescent. My interest in this topic was enhanced by my experience traveling solo to Japan while a young man.

I have been fascinated with Asia, especially Japan, from a young age. My initial interest in Japan stems from the original Shogun miniseries and my father’s fascination with the country. Even now, close to twenty years later, I vividly recall visiting Japan’s ancient capitals, Kyoto and Nara, and traveling to Himeji to tour the majestic castle there. It was a fantastic trip that enhanced my interest in Asia and taught me a lesson about how people who find themselves in the minority for whatever reason feel.

Growing up in the Pacific Northwest in the 1980s and 1990s, I always found myself in the majority. Most of my classmates and friends looked like me and had similar upbringings. The struggles of minorities, either in race, gender identity, ideology, or social standing, always seemed distant. These people and their challenges were something I only experienced on the nightly news, never firsthand.

I can’t claim to know precisely what it’s like to be a minority because I’m not one. But in Japan, I came about as close as I probably ever will. Kyoto is a touristy city, but most tourists are Japanese. While meandering the grounds of ancient temples, I was often the only foreigner, a gaijin. I attracted attention wherever I went, especially from school children with assignments to speak English to a foreigner. None of these interactions were negative, but I was very aware that in this environment, I was in the minority, that I was the other. For someone who had never experienced that before and was naturally introverted, it was uncomfortable at the time. I look back at it now as a wonderful experience. It gave me an inkling of what it is like to be a minority and taught me firsthand that the Western view of the world is only one perspective among many.

Later, I would draw upon my experiences in Japan and Southeast Asia in my writing for young adults.

Weaving in Themes

Feeling like the other and being caught between two worlds are themes that come up time and again in my young adult fantasy series, The Allison Lee Chronicles. Being a fantasy series, in some ways, the themes are apparent. Allison discovers she is a shape-shifting monster. Eventually, everyone knows she’s different; some people are fans, and others are not. However, I wanted to express these ideas more subtly, too, and that proved a difficult task.

While working on Dragons Walk Among Us, the first novel in the series, I was fortunate enough to read Seraphina by Rachel Hartman and EXO by Fonda Lee. These authors explored themes similar to those I wanted to investigate. Their protagonists were caught between worlds with divided loyalties and experienced feeling like the other due to their heritage and outlooks, and the novels’ antagonists weren’t evil villains. In many ways, the books were as morally gray as George R.R. Martin’s and Joe Abercrombie’s works without being relentlessly grim.

Reading the novels of Hartman and Lee helped me express Allison’s internal struggles of feeling like the other and being trapped between two worlds more subtly than I would have otherwise. I owe these authors and their books a debt of gratitude. They helped open my eyes to how wonderfully imaginative and thoughtful the young adult genre can be.

Conclusion

If I’ve learned anything on my writing journey it’s that your authorial voice can differ from what you expect or want it to be. When I first started writing, I never anticipated ending up as a young adult author. I also didn’t think my travels as a young man to Japan would have a thematic impact on my writing. But it did.

As a writer, I have benefited from being open to new experiences and perspectives and willing to reinterpret old ones. It helped me craft my authorial voice and find success.

Author Bio


Dan Rice pens the young adult urban fantasy series The Allison Lee Chronicles in the wee hours of the morning. The Wrath of Monsters, the third installment in the series, will be out on June 19, 2024.

To discover more about Dan’s writing and keep tabs on his upcoming releases, check out his blog and join his newsletter.

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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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?

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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.

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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."

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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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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.

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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