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Guest Post: Alienation and Marginalization: Demons, Robots, Aliens and Monsters in Fantastic Literature by Laurence Raphael Brothers

It doesn’t take any very profound insight to see that the roles nonhumans play in speculative fiction are often stand-ins for humans. In first-intention and unselfaware work (two very different things, see below), nonhumans are often monstrous and hostile. They frequently stand in lieu of othered humans who the writer might think it improper to name directly, or for that matter who the writer is intentionally dogwhistling by associating their secondary attributes with the negative qualities that racism and other forms of bigotry have painted for them.

And yet there are dangerous animals and people in our world who are hostile, sometimes implacably hostile and deadly dangerous, and in principle there should be nothing wrong with embodying these figures in fantastic fiction, even in pared down and totally inhuman forms from which all other qualities but their monstrousness have been flensed. In real life, sharks and venomous snakes and grizzly bears are not generally malicious, and their relative danger is far inferior to that of automobiles, diseases, and police officers. But in fiction, does it do any harm to pretend they are terrible threats? As always, the answer is yes, and no, depending on technique and presentation.

Cover of THE DEMONS OF WALL STREET.The trope-subversive reaction to monster stories generally involves their humanization. The dragon-viewpoint story that sees the questing knight as a villain, the sympathetic look at a fallen angel’s rebellion, the AI who comes to life only be oppressed and treated as a thing by their creator, the alien whose attempts to help humanity are viciously rebuked: all these acknowledge the base form of the monster story and turn it on its head. In many cases, the inversion is charmingly, touchingly, and effectively achieved, but again the final result depends on the author’s insight and skill, not just the fact of the reversal.

So what makes a monster story good or bad, or for that matter, a monstrous-sympathy or anti-monster story? In a word, understanding. In The War of the Worlds, H.G. Wells had two objectives: first to present the visceral fear of the monster to his reader, the overwhelming power of an implacably hostile foe whose strength cannot be contested. But he also wanted to present his idea of what indigenous populations such as the Tasmanians must have experienced when British colonial military forces invaded. There’s no characterization of the Martians in Wells’ book. They’re apparently trying to seize terrestrial resources, but it’s not as if they twirl their mustachios and speechify to a captive audience. They just do their thing, obliterating any opposing military forces and casually wiping out civilians who are in the way until finally they’re overcome by terrestrial disease. (This last is so that for Wells’ didactic purposes, something like the status quo can be regained, with a cautionary warning.) This is an example of a “first-intention” monster story that is nevertheless self-aware; the monsters are simple to the point of being simplistic and more or less incomprehensible, but their action and the reason for their action is based on the writer’s understanding of humanity and his hope to prevent his own people from adopting the monstrous role of his Martian invaders.

Must a good monster story always be intellectualized? Not at all, hopefully needless to say. Consider Beowulf, another first-intention story, and this one with probably considerably less deliberate auctorial intention behind it. In this story, Beowulf is a pure hero, and both Grendel and his mother are pure monsters, though the mother’s desire for revenge is only natural, and this serves in some way to humanize her. But I shouldn’t leave the reader with the idea that self-awareness and understanding are modern qualities, and that older works are necessarily simpler, more direct, and more “primitive.”

One can see some very profound self-awareness in the nameless author of the Gilgamesh epic, who takes the monstrous and frightening foe Enkidu (created by the gods to give Gilgamesh someone to fight because he’s been ruining his own subjects’ lives) and turns him into a sympathetic friend. Along with the wild and uncivilized Enkidu (humanized through sleeping with a priestess of Inanna), and apparently as a result of their coming together, Gilgamesh matures from a boorish and casually destructive youth into a mature, responsible, and reflective adult. With its transformation of Enkidu from monster into a friend so intimate as to be closer than most lovers[1], the epic’s attitude may seem implausibly modern, except of course that our intuitive notions of what constitute “modern” and “primitive” are wildly biased in our own favor. Coming thousands of years before most classic western monster stories, the transformative early section of the Gilgamesh epic (the latter half mainly involves Enkidu’s death due to Gilgamesh’s arrogance, and Gilgamesh’s futile quest to resurrect his fallen friend) illustrates that anti-monster stories are at least as old and as essential.

Man, I hope all that didn’t come off as too pompous, or too obvious either. In my own stories, I most often do the inversion thing, but I have the deepest respect for people who can write first-intention monster stories without dehumanizing the antagonists or deliberately or unconsciously linking their monsters to othered humans in the real world.

But that’s a tough thing to pull off. In my stories, the apparent monster is frequently your friend, and the real monster is another human, or perhaps the social forces that move humans to act monstrously. For me, that kind of story is much easier to write.

My romantic noir urban fantasy series beginning with The Demons of Wall Street (Mirror World Publishing, 2020) and in its recent sequel The Demons of the Square Mile (Mirror World Publishing, 2021) features demons who are indeed monstrous in many respects, due to the horrible ecology and social forces of their native world. But they’re also oppressed slaves summoned and bound by financial industry banker-sorcerers who want to exploit their precognitive abilities to manipulate markets. Some of these demons are true to type, but others are capable of defying and transcending their origins to become people more capable of kindness and compassion than the abusive humans who summon and bind them. The real monster is late-stage capitalism; but I guess that’s either trite or obvious, depending on your point of view.

The main character in this series, occult PI Nora Simeon, is a deeply traumatized and alienated person, in danger of becoming a moral monster herself by dint of her isolation and lack of empathy. She starts the first book convinced that demons are essentially evil and destructive (note in the books they are beings from an alien realm of existence, not fallen angels). She soon learns that just like with humans, these qualities are contingent, not essential, and in the usual moral fashion, the worst monsters are those we make of ourselves. And with the help of her unusual friend and lover Eyre (met in the first book and becoming a Thin-Man-style romantic and professional partner thereafter) she wrenches herself free from her downward spiral; it’s not an easy thing to do, and it will take her the full arc of the series to become truly free, but like the rest of us, all she can do is take the next step. My own next step is tentatively titled The Demons of Chiyoda, a just-completed first draft that I’m getting ready to submit to my publisher. In the meantime, I hope you’ll take a look at the first two entries in the series, available in paper or ebook direct from the publisher as well as from most online bookstores.

[1] I suspect this to have been the first ship in history, and that therefore the epic of Gilgamesh could be the first example of fan fiction, too.


Headshot of Laurence Raphael Brothers.BIO: Laurence Raphael Brothers is a writer and technologist. He has worked in R&D at such firms as Bell Communications Research and Google, and he has five patents along with numerous industry publications. His areas of expertise include Internet and cloud-based applications, artificial intelligence, telecom applications, and online games. He has published many science fiction and fantasy stories and is a member of Science Fiction and Fantasy Writers of America. Find out more about Laurence Raphael Brothers on his website.


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 Everett Maroon: Becoming a Writer

coffeeEveryone always wants to know the writer’s writing origins, when for many of us we can’t recall the first time we scratched out a story. Was it a moment of inspiration, they want to know, a story we’d run across that needed our personal improvement? Or maybe we had somehow leaped over childhood development itself and landed in the middle of our search for identity only to discover that damn it, we were writers.

I don’t remember when I thought of myself as a writer, even if I know I bundled up in the front room of my parents house because it was cold enough to see my breath, and I banged away on a towering Royal typewriter, feeling every carriage return as small progress. But my writing genesis is far less interesting to me than its trajectory. I had no idea, making up tales about natural disasters and families and sea monsters, that I’d come to have certain inalienable opinions about my work thirty-plus years later. I write with purpose beyond that of simply selling my work””which don’t get me wrong, is a great goal, fellow authors””I write because there were books I needed in my youth and early adulthood that didn’t exist. I write to fill in at least a few of the gaps. I write for myself, of course, and sometimes I’m writing for one other person who will read the thing and send me a Facebook message saying they’d never seen themselves in a story before mine. I am so lucky to get the opportunity to write for even a few others who will find it resonant.

A professor friend of mine who is rather brilliant in many regards was almost boastful with me last week by declaring that she simply doesn’t read novels. The novel is a product of The Enlightenment, she said, all about a kind of egotism between a luxuriating individual (presumably because they have the time to read) and a narrative that centers their being through the protagonist or movement of the plot. It’s the very act of finding oneself in the text that she found so distasteful. But I ask, when do Americans not seek themselves in their lives? We are told to “find” careers that we love, we buy our sofas with our own comfort in mind, we make friends based on common interests and with the expectation that they will understand us. While it is useful to inquire into our relationship to literature, why only do this to literature and not everything in culture? And why is the best move to act like literature isn’t there?

I would rather engage the process of reading and writing, of authorship and ideology. My ponderous process of writing has led me through many questions about narrative itself and the late-capitalist products that support narrative, like novels, blogs, Internet free-for-alls of visual productions like House of Cards. I return again and again to the production gaps””whose stories aren’t being told, which communities aren’t heralded in the publishing industry, in Hollywood, in New York City””and I revisit the questions of our newest generation of readers. Yes, stories should destabilize the oversimplified identification with the protagonist. Good writing should push those boundaries, as well as resisting the expectations we have for form, genre, literary merit, and popularity. Great writing should speak to readers who have never before felt spoken to, who have before that latest moment always had to wrap themselves around the writing in order to engage the text.

I thought nothing about any of this when I first sat down in my childhood, even if the kinetic energy of these questions was always at my fingertips. Who I was in my earliest stages of writing was not very interesting. What I try to achieve with my writing today however, fascinates me. I take that as a good sign I am headed in the right direction.

BIO: Everett Maroon is a memoirist, humorist, pop culture commentator, and fiction writer. He has a B.A. in English from Syracuse University and is a member of the Pacific Northwest Writer’s Association and was a finalist in their 2010 literary contest for memoir. Everett is the author of a memoir, Bumbling into Body Hair, and a young adult novel, The Unintentional Time Traveler, both published by Booktrope Editions. Everett blogs at transplantportation.com.

Want to write your own guest post? Here’s the guidelines.

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.

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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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