Misty & I know what we're about. We work w/a purpose, & we have intent.
We know what we do well, & what we don't. We own that.
The work we do is intended to be entertaining for a recreational reader, but lifesaving for someone desperate. 1/
We COULD write dazzling futurism & prophetic visions of humanity's fate. But like I said, we know what we're about, & the F&SF world has people FAR better suited to that than we are. They deserve the praise & awards they get. 2/
We write with this in mind: "We can not cure cancer, but we might help someone who will get through their hardest nights."
A lot of us have felt discovery + validation when we see someone that is like us represented in a story. We get the thrill of realizing "that's possible?" 3/
Misty & I write some heavy stuff in a kind way. We believe that characters can convey solutions to readers, so we're careful to write in ways that won't wound those who have similar pain in their lives--& show that they can work it out. 4/
What we write is pulp fantasy in a serialized way. We know it, we embrace it, we've dedicated our lives to it. We're aware of the haters & degraders who despise it. We know that it will *always* be perceived as fluff by many people.
But that's not the point. 5/
We have an aim, and our aim is true. Hard SF w/rivets won't reach the people who need to hear us. 300,00-word meganovels full of rapes, incest, horrific betrayals & war won't do what we want.
There's an audience for those, & there're pros who're good at it. 6/
Here's where it swings around to the post that started this thread.
We write for the broken-hearted, the wounded, the lost, the sad, the depressed, the neuro-atypical, the confused wanderers in a modern world they don't feel connected to.
We know that everyone can be that. 7/
The most majestic people in history, the most celebrated, the perceived-strongest all had bad days. Bad moods. Mental illness, ennui, hopelessness.
We write #Valdemar & our other series so that people in need can find some solace & advice. 8/
That gets dismissed--a lot. It isn't hardcore, metal-as-f*ck, bleeding-edge-transhumanity stuff. But it *is* punk as hell. Facing the world's cruelty & horror w/"Yeah. We know. We're gonna make it better" for 40 years is punk as hell. It is defiant. 9/
We work harder than most creatives can conceive. At the same time, we can't write about fragility w/o being fragile, ourselves. We're busted up, physically & mentally. We get snarked at, we get mocked, we get roasted.
The thing is--being a pro is more about 10/
weathering the bombardment of negativity, danger, & tastelessess of a field than it is about the quality of the work.
That a film gets made at ALL is miraculous. That a novel is in print is miraculous. It takes so many people, working towards a common end, & that generates 11/
a LOT of wideband, far-reaching, hostility & bulllllshit. Look down a credits list after a film & imagine every one of those people putting up with crap, every day, during that film's production.
It isn't quality of work that makes a pro. It's the durability of the person. 12/
There are a lot of VERY talented assholes. Take it from me--I've sat at some pretty big tables, & what the pros talk about isn't the ineffibility of the universe or cosmic implications of story elements.
We talk about who's pleasant to work with. 13/
I mean that *without fail* there are always 3 subjects at every big-table talk:
How tired we are & how much our bodies hurt (literally every time I was w/Stan Lee, it opened w/our knees 7 back).
Who's doing well & what connections we've got w/them,
and
the big one
14/
who's the best person we've worked w/lately, how happy we are for'em, & who's a pain.
Given the choice between someone who's easy to work with, is pleasant, responsible, cheerful, & delivers, vs. someone who's not, the more pleasant pro will get the nod.
15/
Because we've been through a massive amount of negativity & danger to get where we are, we value those who embrace kindness as coolness.
You might be a brilliant creator, but believe me, the quality of person you are, & the positive vibe that you bring, will make a career. 16/
You might never get awards, but you will get recommendations. You might not make magazine covers, but you'll give respites from anxiety to those you work with. You'll take some body blows & pain, but you'll know it was worth it.
Your peers will know. 17/
Every editor I know, that I've worked with, will take a good person's work more seriously, too.
So, be kind.
Don't throw shade or hate around. Besides being unpleasant, it shows your inexperience. If you've BEEN through the stresses of production, you respect, not mock. 18/
Lastly, know what you're about. You get respect in pro circles if you know yourself & can say, "I love it, but I'm not the right person for that. Try __." It gets you respect, & it gives you strength.
People respect certainty.
19/
Be good to others b/c you know that we all need help in bad times. We all get hurt. We all get knocked the hell down. What matters is how you get back up & how you step up.
Negativity is cheap & easy.
Kindness is a power.
Use your powers for Good.
/end
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Everyone,
My wellbeing is used up. I’ve given my best to friends & strangers, helping them survive 2020, while coping w/my own intense pain & loss. I’m past redline. I’m broken. I hope you'll remember me while I can't give as much. I hope y'all help each other prosper.
IOUs to body, heart, & soul demand payment eventually. I hope to be thought of by new generations as... someone who risked much to get us here. Medically, emotionally, I have had enormous losses... but I know I won't give up.
I still have 1,000 strategies to fight for love.
If there's a takeaway, it's that making lives better is HARD, & it's costly, but it's well worth it. Sometimes we hit the mat. That's part of the work.
When you help others, please, be helped by others. It's a skill set. More you're helped, the better others get at helping!
I was a founding member of The Hobbit Cavaliers, Fayetteville/Ft.Bragg/PopeAFB's first TTRPG group. Well-known in the early days of gaming. 1/
@likesevenspoon@Owen_Stephens A distinguishing trait of THCav was that you earned respect if you knew what your character knew. So, we shared knowledge about all KINDS of things. This is why I have so many fields of expertise. 2/
@likesevenspoon@Owen_Stephens Some of you may be familiar with a character I write named Tannim Drake.
Tannim began as an RPG character in a THCav campaign. Since he was a wheelman, I studied performance driving, stunts & the like. Think "Baby Driver," even the shades. 3/
@supership79 She's also talking about a LEAD character. We've had numerous enbie, ace & trans characters, but nailing the emotions in a trans, internal PoV lead--it's too much for her. What would actually help: a token trans PoV done badly, or excellent non-PoV characters?
@supership79 Misty is a very tired old lady. The amount of emotional hammering an author takes is astounding--a level of intrusiveness & danger that's horrible for someone who just wants to write some nice stories to help people feel better. She's a person, not a panacea.
@supership79 And, she blows it sometimes. I've been on panels where she's just frozen. Anxiety can overhwlem her. Yes, she DOES pick lousy words despite being a pro author, because she's a PERSON. She gets terrified. She stammers & still, she does her best.
Ours was a highly-specialized society. It was built, decade upon decade, towards further refinement & specialization of what kind of citizen it would create. It was fine-tuned to make us what we are now. The variable, the ever-elusive-to-quantify-factor, is individual motive.
1/
This intensive norm, the baseline citizen, was hammered on by some, shaved away at by others, heat-treated by yet more. Who & what we were was machined into being. We were all made to fit tolerances, & when needed, a few shims were added, so we'd run through the machine well. 2/
The managers of the machine spent their lives within the machine; they thought they controlled the machine, but in truth they were the most subject to it. Those who feel command over the machine are the ones most integrated into it. Hints of that creates deep, horrible fear. 3/
@SilvShadowSpark Hey here's the thing. When you're starting out on artwork, like when you're really young, say, & you get these ideas of cool stuff but you only know what's in your head & what others have done, you don't know the processes yet for getting 1/
@SilvShadowSpark what is in your head onto a page, "as good as" the people you admire. So let's say you get a ream of nice, acid-free paper. You have 500 sheets there for maybe $5. Pencils are cheap, too. So you go at it. You give it a try. 2/
@SilvShadowSpark You don't really grasp it at that moment, but you're doing what your idols did, & what theirs did before them. You're giving it a shot.
Giving it a shot at all puts you on the board.
You're having a go at these dreams in your head. 3/