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Guest Post: Score One for Music by B. Morris Allen, "¨Editor, Metaphorosis Books and Metaphorosis Magazine

What if prose were written like music? What if, instead, of a common world, stories in an anthology were steps on a share emotional path? Those are the questions the upcoming anthology Score is attempting to answer.

Emotions are a key part of our experience of art. The books that stick with you are often the ones that made you feel something. Even when we don’t recall the details of a plot (or painting, or movie), we’ll often recall how it made us feel. Even if you don’t recall the details of Watership Down, for example -“” the names of the rabbits, the original warren, etc. “” you probably remember how you felt about the rabbits and what happened to them. You remember how you felt when you closed the book. Even if you mislay every detail of a book, you’ll remember whether it made you laugh or cry or feel wistful.

Score is an attempt to tackle the emotional side of writing head on. A group of almost 20 authors set out not to write about robots or aliens or magic “” though we have all of those “” but to write from emotion.

What does that mean, and how does it work? It means, simply, that each of the authors worked from a coherent emotional score, knowing the emotions in the piece before and after theirs, what emotions they were to emphasize, and … nothing else. They had complete freedom of genre, topic, tone, approach, etc. “” so long as they worked with the emotions they were assigned. The result is a fascinating collection of stories with a distinct emotional progression.

Putting together the score was challenging. As the editor and ‘composer’, I defined fairly early on the emotions we would work with. I knew the direction I wanted to score to take – an overall path of ascending hope that I thought a good fit to the times “” but choosing emotional terminology that would work consistently across many different writers took some work.

In the end, we worked from a palette of six emotional ranges – six emotions with four variants each, two positive, two negative. For example, Hope ranges from Hope at the positive end to Despair at the negative end. These aren’t quite the emotional pairs used by social scientists, and we could have ended up with a wide range of others, but these six emotional ranges allowed ample scope for ups and downs. The emotions are loosely grouped into two sets – the Hope set (Hope, Curiosity, Awe) and the Joy set (Joy, Love, Lust).

Each writer was assigned a specific major and minor emotion, and the score has distinct movements. Using musical terms very approximately, there’s an Overture, a Hope triad, a Joy triad, a Bridge, a Joy triad inversion, a Hope triad inversion, and a Coda. There are high points and low points, but … spoiler alert… it all ends with Hope and Joy.

It’s been a lot of fun putting this together. While I personally often write from an emotional basis, putting together an entire score was an intriguing and challenging exercise. Each writer interpreted the task in their own way, putting their own distinct stamp on it, as artists will. The result is intriguing, and I hope will be as much of an adventure for readers as it was for all of us.

Score: an SFF symphony is out on March 2nd from Metaphorosis Books.

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.

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."

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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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On Eating Frog Legs and White Asparagus by Jennifer Brozek

Imagine this. You are nine or ten or eleven years old. In your “tweens” as the hip kids call it. Or is that “cool”? You have moved to a foreign country “overseas” because your father was stationed there and you are experiencing non-American food for the first time. Belgium. A little country partially notable by the fact that NATO exists within it. (And so much more…)

First, it is all hotel food because there are no quarters available for you and your military family in SHAPE, Belgium (Supreme Headquarters Allied Powers Europe). And the food is good. I mean, really good. We’re talking fresh fruit, chocolate croissants, and Belgian waffles. My mom complained that she gained a pound for every day we were required to stay in that hotel. I don’t remember how long. It was too long for nine-year-old me. I just wanted a home and my things around me.

Then we were there. Living in a 300-year-old manor house in Brugelette, Belgium in 1979 because “the franc was so good.” The backyard was bigger than any school playground I’d ever played in before. The house had history. Real history. This is where “Dear Penpal, Belgium 1980” was born. “Dear Penpal, Belgium 1980” is a unique, middle grade-appropriate ghost story told through 24 physical letters that I am kickstarting from March 26th to April 26th.

In the letters a recipient will receive, I’ve included description of fritz. Real fritz (I’m convinced that Belgium is the only place to get this near-mythical food) and fritz stands with their paper cone conveyances for food beyond fritz. The only thing I really remember were the fried meatballs my father loved so much with a condiment concoction we called “goopy.” We recreated it at home with a mixture of ketchup and mayo. Dad insisted on having goopy with his fries for the rest of his life. 

I also remember going to 3-hour long meals at a tiny Belgian restaurant…whose name I never knew…that had maybe five tables, where I ate all manner of things. In this place, we were known as “the polite American family” and they would bump other reservations for us if Dad called. It was within this restaurant that I learned to be fearless about “foreign” cuisine. I would willingly taste everything at least once. 

I had two favorites: Frog legs (that really did taste like gamy chicken) in the most delicious sauce and white asparagus. The frog legs were a treat. A birthday meal. The same with the white asparagus that I thought was a special type of asparagus. It took me into my adulthood before I looked up how white asparagus was made. (I’m not going to tell you. You need to look it up yourself.) But, since then I have always loved asparagus and I consider any restaurant to serve white asparagus high class indeed. 

My time in Belgium gave me a boon. That boon is the ability to say “yes” to whatever local cuisine is offered to me. As a Guest of Honor at GothCon in Gothenburg, Sweden, I was offered smoked puffin as an appetizer at a restaurant that was located at the corner of Baldur’s Gate and Odin’s Way. I accepted. It was fine. Not really to my taste, but I’m glad I did taste it. As a Guest of Honor at Tracon in Tampere, Finland at a Viking feast, the interesting food I was offered included duck heart (so tasty) and tar ice cream (a campfire in ice cream form). Both of which were marvels to taste. My hosts were so pleased that I was willing to try the food from their country. American GoHs have a reputation of being shy around “exotic” food.

Living in Belgium during my formative years gave me a willingness, and a fearlessness, to try foods outside my comfort zone, and I have been richer for that experience. My rule is: I am willing to try anything once. Twice if I am in a bad mood the first time. It’s a rule I encourage others to adopt. Otherwise, you won’t know what you are missing. 

I hope you check out my new passion project: “Dear Penpal, Belgium 1980”? Won’t you be my penpal?

Jennifer Brozek is an award winning author, editor, and tie-in writer. A Secret Guide to Fighting Elder Gods, Never Let Me Sleep, and The Last Days of Salton Academy were all finalists for the Bram Stoker Award. She won the Scribe Award for best tie-in Young Adult novel, The Nellus Academy Incident, and won an Australian Shadows Award for best edited publication. Visit Jennifer’s worlds at jenniferbrozek.com, or follow her social media accounts on LinkTree.

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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