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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: Juliet Kemp On Writing as Play

Book with balloons and the words "Writing as Play"I admit to being a sucker for the Ticky Box. Which is to say, I am perhaps excessively motivated by having Lists and Ticking Things Off Them. I like setting goals for myself, and I’m good at breaking those goals down into smaller steps, rewarding myself for them, all that sort of self-management stuff. I’m keen to write, to write more, to write better; so I use my goals to manage all those things. And as far as it goes (and for as long as it works), that’s great.

The trouble is that sometimes all those lists and goals instead get me stuck in fear: fear of not meeting the goals, fear of not improving “˜enough’, fear of not writing the book of my glorious imaginings. (Spoiler: I am never going to write “˜the book of my glorious imaginings’, because my glorious imaginings are a cloud of inchoate vibes, not a collection of real actual words, and a book is a collection of real actual words, not a cloud of inchoate vibes. The best I can do is to approximate it.)

Fear is not good for creativity.

Play, and freedom: those are good for creativity.

So I’ve been working, lately, on freeing myself (somewhat) from the tyranny of the Ticky List and the goals and all of that, and to find ways to engage in writing as play. For me, this still has to go along with a certain amount of structure ““ “˜pissing around on the interwebs for the morning’ is also bad news at least for my creativity (I know people who get inspiration that way, which is awesome; I just get my brain jammed up with everyone else’s thoughts). But it’s structure of the “˜put the internet down’ variety, not structure of the “˜achieve this, that, and the next thing’ variety.

So, here’s some of the things I’ve been trying lately to get my brain playing instead of freaking out. I can’t imagine they’ll all work for everyone, or every time, but hopefully they’ll spark further ideas to go along with them.

Alright, the first one is a bit of a cheat as it isn’t exactly “˜play’, but for me, morning pages or something along those lines (a stream of consciousness onto the page for 5 minutes or 15 minutes or 3 pages or whatever is feasible for you) does a great job of freeing up my brain before I start anything.

Multi-coloured pens! I have a lot of fountain pens with a lot of different inks (not to mention a pack of glitter pens); writing a line in each different colour is ridiculous and time-consuming; and looks REALLY PRETTY and makes me laugh. Win.

Try spending a few minutes before you pick up pen or keyboard on something creative that isn’t writing: drawing, colouring-in, knitting or crochet, whatever. Bonus points for being really bad at it. (Drawing, I can confirm, is most certainly not my strong point.) Embrace being bad at it, and lower the stakes for your creative brain.

I recently received the Story Engine deck, and I’ve been loosening up by pulling a set of cards as a prompt, then writing a paragraph story outline (taking no more than five minutes, and without stressing about how well it works) for each one. The idea isn’t to come up with Your Next Story, the idea is to let the idea-muscles have a bit of unweighted fun.

Try five minute writing challenges: challenge yourself to describe the scene outside (or the passer-by, or the coffee shop) with only concrete nouns (or abstract, which is trickier); or describe a colour without using any colour words; or describe your current situation as if you were in an epic fantasy or a hard SF story; or anything else that feels entertaining. I find that especially with that last one, it pays to remind myself that no one will ever read this, and throw myself into it as thoroughly and dramatically as possible.

Get one of your characters (or someone else’s, if you don’t have an active project or am super stuck on the active project) going on a good dramatic internal monologue. Personally I do rather love a good internal monologue, but often at the edit stage have to administer some cuts. This, however, isn’t the edit stage. This is a time to hang out in a character’s head and be really OTT and self-indulgent. A bit like morning pages, but for someone else’s consciousness.

Make a list of your favourite tropes and do five minutes of your characters (or, again, someone else’s) using each of them. This can be super sketchy / outline-y; I usually start off with bullet points, then get some dialogue popping up, then a bit of description, and sometimes it turns into a “˜real scene’ as I go. But it doesn’t matter if that happens or not; the point is to let yourself go on something purely enjoyable.

Write fanfic, of your own stuff or of someone else’s, as you prefer. (Writing fanfic of your own stuff can be surprisingly enjoyable.) Again, this is about being wildly self-indulgent. Lean hard into your favourite tropes, AU settings, vibes, anything like that. Keep it brief and sketchy; or get stuck into masses of dialogue and detailed description; do whatever feels like fun in the moment. This really is just for you.

In a similar line, you can dive into writing only the bits of your current project that really call to your id, without worrying about creating a Proper Scene or whether it needs any connective tissue. If you do need connective tissue, you can sort that out later. Maybe you won’t need it!

If you’ve got any further ideas for writing as play, share them in the comments! This whole thing is, after all, supposed to be fun. At least some of the time. Embrace the play.


BIO: Juliet Kemp (they/them) is a queer, non-binary, writer. They live in London by the river, with their partners, kid, and dog. Their most recent book, The City Revealed, the final book in the Marek Series, is out now; and their short fiction has appeared in venues including Analog, Uncanny, and Cast of Wonders. When not writing or
child-wrangling, Juliet knits, indulges their fountain pen habit, and tries to fit an ever-increasing number of plants into a microscopic back garden. They can be found at https://julietkemp.com, on Twitter as @julietk, or on Mastodon as @juliet@zirk.us


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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