Five Ways
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So Long, and Thanks for All the Fish

The Nebulas this year were an amazing, dazzling, staggering blur, and an overall splendid time. (I got a selfie with William Gibson plus shared french fries with an astronaut!). But there was one sad thing for me, which was that in all the shuffle and mistimings, I didn’t get a chance to deliver the speech I’d prepared.

I’ve been spending some time post-Nebulas thinking and reflecting on everything I’ve learned from the SFWA Presidency, and all the valuable things I’ve discovered and learned as a result of my time in office. Over the next few weeks, I’ll publish the blog posts I have been putting together, one dedicated to each year, and then a final recap. It seemed a logical thing to kick that series off by sharing that speech, which contains a number of things I wanted to say to the SFWA family at large. I hope this serves.

Six Nebulas ago, Steven Gould approached me. He needed someone who’d be willing to run for Vice President the following year, picking up a one year term as SFWA made the transition to staggering the terms of the Vice President and President. He promised me it would be only a one year obligation. Insert hollow laugh here.

July 1st will mark a big transition in my life: after five years on the SFWA board, spending one year as Vice President under Steven Gould, and then two terms as President. I have spent more time on the SFWA board than most people do getting their college degree, and that is an odd thought. General wisdom is that the SFWA Presidency eats a book a year; I have definitely found that true, and I suspect a large number of stories got consumed as well. I am looking forward to becoming actually productive again.

But there have been a multitude of compensations. A wealth of friendships. An abundance of moments that delighted my heart or that felt like tremendous victories. There is a tendency to label SFWA governance toxic, to imply that it destroys the soul and hollows one out. I am pleased to report that this is not actually the case, that I have found it, on the whole, a community that is welcoming and well-intentioned, though not always graceful in expressing it. I step down feeling the better for the five years in which I have learned and grown.

I have presided over both the first and the second all-female President/Vice President teams in SFWA history, the first time M.C.A. Hogarth and myself, the second time Erin Hartshorn and myself. I had thought that perhaps now handing the Presidency over to Mary Robinette Kowal represented another historic first, only to find this was not so. The first female to female SFWA Presidency exchange actually took place in 2003, when Sharon Lee handed the reins over to Catherine Asaro. I’m taking part in a panel tomorrow called “We Have Always Been Here,” about women in science fiction and this underscored that truth. We have indeed always been here, doing much of the work that drives this community.

Three women have been working with me side by side every moment of this remarkable journey, and all three remain with SFWA, for which you are all very lucky. I ask them to stand as I mention them, and for a round of applause at the end, because without them I could not have stayed the course.

The first is Sarah Pinsker, who agreed to come onto the board at the same time I did and who has remained a Director at Large whose thoughtful, considered presence has contributed enormously to discussions, as well as seeing through multiple projects, including but not limited to the Baltimore Book Festival and the Mentoring Program, and being a consistent voice for marginalized writers.

The second is Oz Drummond, who has been part of the financial team first under the inestimable Bud Sparhawk, and then under the equally awesome Nathan Lowell, and who has worked to learn more about how a nonprofit 501C3 works than anyone else I know. I have seen much of Oz’s surroundings during our weekly SFWA video calls, as well as her cats, the wild turkeys, and various backyard deer. I will greatly miss those conversations.

The third is Kate Baker, our Executive Director, with whom I have fought shoulder to shoulder against the forces of chaos, miscommunication, and random bad luck. I cannot say enough about Kate, or we would be here forever, but suffice it to say, any team she is on is lucky to have her. Not just love, but mad props to you, Kate, for the amazing job you’ve done during my five years on the board.

And finally, thank you to you all, not just the people in this room, but the SFWA members watching or reading from afar. Thank you for your trust, your advice, your support, and your friendship. Thank you for the many times you reached out to tell me I was doing a good job. And thank you to the ones who weren’t afraid to call me on it when you thought I wasn’t. I have tried to validate your trust and, like you, to be welcoming and well-intentioned, though not always graceful in expressing it. I hope these inadequate words meet with your approval. And congratulations to Mary Robinette again, with many thanks for being willing to run for the office.

End speech and then we would all go drink and listen to the Alternate Universe acceptance speeches, which is perhaps where this speech should have been delivered. 🙂

As I said up above, in coming weeks there will be posts recapping some of the highs and lows, occasionally drawing back the SFWA curtain.

As I’m composing them, I’m asking you for a favor. If there is some SFWA moment that has been particularly meaningful for you in the past five years, I’d love to hear about it. I’d also love to know if there is a SFWA volunteer or volunteers that have helped make your experiences with SFWA positive. This is YOUR chance to give them a shout-out; drop me an e-mail about it!

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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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It's All About the Algorithms: My Take on AI Art

Four images generated on Canva's AI art tool, using the phrase "a pop art style cat rambo sitting at a desk writing"A day that I’ve been saying would arrive for about twenty years now is starting to loom on the timeline, and it’s taking a lot of smart people by surprise when it shouldn’t have.

I’m talking about AI (artificial intelligence) creations – art appearing in visual, auditory, and textual forms. Such creations are in the news lately because we’ve hit a point where what they’re creating is pretty sophisticated. Not sophisticated enough though (yet) – Clarkesworld Magazine just stopped taking submissions because of a sudden upsurge in AI-generated stories, none of them actually publishable. But the quality of that prose will improve and already people are talking about how to create systems to distinguish between a submission written by a human writer versus a machine-generated one.

Speaking as a former Microsoft employee and long-time technologist, I’m utterly unsurprised. In 2005, I wrote “Zeppelin Follies,” a story about a future “writer.” (You can find the story in my collection Near + Far if you want to read it in its entirety.) Here’s a section:

I forced a smile and patted Fitz’s shoulder. “Be ye of good cheer,” I said. “I think I’ve got that dialogue problem I was having licked.”

Fitz, as I well knew, hated getting drawn into the technicalities, so when I started to explain how reducing the adverbial modifier minimum downwards had tautened the syntactical delivery, he backed out pretty fast. I spent a few hours testing it out, and was pleased with the results. 90% of writing is putting together the formulas, so once I had this one, and a slight problem with the scenery equivalence parameters solved, I’d be sitting pretty, ready to generate a manuscript to hand over to Mikka the editor. Around three, I took a break and went out to sit in the Plaza.

In “Zeppelin Follies,” the writers don’t write. Instead they create the algorithms used to generate their fiction. Will there actually be a point where AIs can generate prose sufficiently adept to construct something that’s an entertaining read? Absolutely, and I would suspect that point is much closer than current writers would like to admit.

But I think the question that most people are deluding themselves about is this: will AI art reach the point where it touches the human soul, the way a Georgia O’Keefe painting can make you stand and stare or the way an Ursula K. Le Guin can make you stop and think, and perhaps even copy it into your notebook to ponder over later? I believe it will, because the consuming human soul remains a constant in that equation, and it doesn’t require another, second soul to be involved in creating the thing we’re appreciating: we can pause for a sunset, for a scrap of birdsong, or to admire the Fibonacci curve inside a conch shell. The experience of the aesthetic depends on the viewer perhaps more than the origin of the viewed.

We would like to think that there is something inside ourselves that recognizes “authenticity,” a word that is a little nebulous. What makes the words coming out of a biological entity’s mouth “authentic” in a way something created mechanically is not? Is it the intent behind the creation? Or something else? We would like to believe that we are more than biological machines, whose actions are on some level as predictable as those of the mechanical ones. We move in a cloud of delusion, in fact, thinking ourselves unique in this universe.

As far as the consumption of what is produced by machines versus what is produced by human hands goes, there are things we buy to use, and there are things we buy to enjoy. We usually don’t worry about the “authenticity” of the dishes we eat out of, but at a certain economic level, we may worry about it as a status symbol, a way to display affluence by using handmade rather than mass manufactured goods. And I don’t know that most people worry too much about the authenticity of what they enjoy, unless they are a connoisseur of it.

I used romance writing as my example in “Zeppelin Follies,” because romances are notoriously formulaic. But the truth is that every genre has its tropes, and that’s something that an AI can use.

Some artists have stopped putting work up online in order to keep it from being fed to artificial intelligences to use. I don’t know that will work all that well, but it’s worth thinking about. But art is also meant to be seen, music to be listened to, text to be read, and we cannot make it so humans are the only ones seeing, listening, and reading.

I think that one way writers will be able to survive a while is by holding onto the overarching ideas of their properties, and the things that make them distinctive and enjoyable. This is one reason why I plan to keep writing books about bioship You Sexy Thing and its crew, because I hold the rights to its world and character. But will AIs create new properties, new worlds? Beyond question, although they will be made of the fragments of other properties, recombined and reworked. Which is, I would argue, on some level what literature is about, replying to the stories that have come before.

Which makes me ask – will an AI be able to look, for example, at Chaucer’s Canterbury Tales and come up with something that is not a reworking, but an original thing that speaks to the Tales? That I’m not sure of. But I’m definitely looking forward to seeing what happens when one tries.

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SFWA Admits Gamewriters, All Heck Breaks Loose, Film at 11

picture of polyhedral diceSo this morning one of the items that’s been hovering in the wings for a couple of weeks now finally went out, which was the announcement of the game writing qualifications. Since there there’s been a lot of stir and some questions about it. So here’s some answers.

Q: Hey, I’m a SFWA member! Why didn’t I know about this earlier?

A: I’m not sure. We publicized the vote before and when it happened, we had a SFWA chat hour devoted to it, and we’ve been talking about it on the discussion forums for over a year, I think, including calls for people to serve on the committee and make recommendations.

Q: Where did these qualifications come from?

A. From the Game Writing Committee, which researched the question first of whether or not we should put the issue to vote and then what form the qualifications might take. We included some game writers on the committee (its members are Jennifer Brozek, Steve Jackson, Richard Dansky, Rosemary Jones, Noah Falstein, and Jim Johnson with Matthew Johnson as the Board Liaison); the SFWA Board used their overall recommendations as the starting point.

Q: What are the qualifications?

A: Here you go. You can find them here too.

Games in any medium may be used for qualification so long as the game has a narrative element, is in English, and in the science fiction, fantasy, horror or related genres.

Prospective members working on games may qualify by showing a sale or income in one of three ways:

By making at least one paid sale of a minimum of 40,000 words to a qualified market, or three paid sales to qualified markets totaling at least 10,000 words. Game publishers may be designated as qualified markets using the already established process and criteria used to qualify fiction markets.
By showing they have earned a net income of at least $3,000 from a game that includes at least 40,000 words of text (not including game mechanics) over the course of a 12-month period since January 1, 2013. Income can be in the form of advance, royalties, or some combination of the three.
If no word count is possible, such as work done for a video game, prospective members can qualify based on one professionally produced full-length game for which they were paid at least $3,000, and with credits to no more than two writers clearly shown on the work.
Note that money from crowd-funding campaigns can be used as part or all of the required income once the game has been delivered to backers, but the amount that can be claimed cannot be more than the net income from the number of games produced and delivered to backers (calculated by the number of backers multiplied by the minimum tier which receives a copy of the game.) Work done for salary is not eligible.

For membership questions not answered above, please contact Kate Baker, SFWA Director of Operations, at operations@sfwa.org.

Q: Why don’t game instructions and mechanics count?

A: Because we consider them nonfiction.

Q. Why don’t multi-book contracts count?

A. Actually, they do. They are not considered “salaried” but often given with contracts w/ advances.

Q: Why have you excluded work done for salary?

A: That was built into the original set of requirements and in talking to the committee, it seems to me to be an oversight. Looking back through discussions, the original thinking was in practice salaried writers are unlikely to qualify because of the rule against works by more than two authors.

So are we re-examining this in light of the many people pointing out the issues with it? Yep! The Game Writing Committee, the SFWA board, and a couple of staff members have all been mailing and talking back and forth about it most of the day.

Do I think it will get changed? *shakes magic 8-ball* All signs point to Yes — but I cannot say definitively. We’re discussing things right now, and I’m pushing to tweak that part.

Q: Why did you put this out if it wasn’t perfect?

A: Because this is how we make it perfect, by putting it into action, seeing how it works, and adjusting accordingly. It’s what we did last year when admitting indies and that also remains an ongoing process. If you’re a SFWA member who wants to help with that process or a non-member who wants to provide useful feedback, mail me at president@sfwa.org.

Q: Will there be a gamewriting Nebula Award?

A: Not at the 2017 Award ceremony, but stay tuned for further developments…

Q: Do you, personally, support gamewriters joining?

A. Dude. I’ve been playing D&D since I was 11 and that was the ancient, original set that came out right after Chainmail. I worked in a book/game store for close to ten years. My bachelorette party was a Call of Cthulhu scenario that turned out to be Paranoia by the end. Of course I support this. I love gaming, and a good game is a work of art. I’m really looking forward to what this change brings.

ETA: I tweaked a couple things to make them clearer. I cannot say what the Board discussion will result in, but we are certainly paying attention.

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